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04539851c2
Author | SHA1 | Date |
---|---|---|
Frank Xu | 04539851c2 | |
Frank Xu | 00e1d7968a |
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@ -1,8 +1,8 @@
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@ -0,0 +1,14 @@
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|||
using System.Collections;
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||||
using System.Collections.Generic;
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||||
using UnityEngine;
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||||
|
||||
[CreateAssetMenu(fileName = "ArcherClass", menuName = "Card Class/Archer Class Data")]
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||||
public class ArcherClass : UnitClass
|
||||
{
|
||||
public int extraAttackRange = 2;
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||||
public override void ApplyClassSpecilization(Unit unit)
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||||
{
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||||
unit.MeleeAttackRange = 0;
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||||
unit.RangedAttackRange += extraAttackRange;
|
||||
}
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||||
}
|
|
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|
@ -0,0 +1,13 @@
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|||
using System.Collections;
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using System.Collections.Generic;
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||||
using UnityEngine;
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||||
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||||
[CreateAssetMenu(fileName = "CavalryClass", menuName = "Card Class/Cavalry Class Data")]
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||||
public class CavalryClass : UnitClass
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||||
{
|
||||
public int extraMovement = 1;
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||||
public override void ApplyClassSpecilization(Unit unit)
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||||
{
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||||
unit.Movement += extraMovement;
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||||
}
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||||
}
|
|
@ -0,0 +1,11 @@
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@ -18,6 +18,5 @@ MonoBehaviour:
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|||
cost: 1
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||||
attack: 5
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||||
defense: 10
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||||
movement: 1
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||||
cardTags:
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|
|
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@ -18,6 +18,5 @@ MonoBehaviour:
|
|||
cost: 1
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||||
attack: 5
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||||
defense: 10
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||||
movement: 1
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cardTags:
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m_Script: {fileID: 11500000, guid: c090164f177918042b3be10f378e9b5f, type: 3}
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m_Name: Archer
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m_EditorClassIdentifier:
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name: Archer
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m_Name: Cavalry
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m_EditorClassIdentifier:
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name: Cavalry
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m_Script: {fileID: 11500000, guid: c090164f177918042b3be10f378e9b5f, type: 3}
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m_Name: Infantry
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m_EditorClassIdentifier:
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name: Infantry
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description:
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artwork: {fileID: 0}
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|
@ -0,0 +1,41 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Ability : ScriptableObject
|
||||
{
|
||||
public new string name;
|
||||
public string description;
|
||||
|
||||
public virtual void OnPlaceUnit(Unit unit) { }
|
||||
public virtual void OnBeginRound(Unit unit) { }
|
||||
public virtual void OnEndRound(Unit unit) { }
|
||||
|
||||
public virtual void OnBeginMovePhase(Unit unit) { }
|
||||
public virtual void OnMove(Unit unit, int travelDistance) { }
|
||||
public virtual void OnEndMovePhase(Unit unit) { }
|
||||
|
||||
public virtual void OnBeginAttackPhase(Unit unit) { }
|
||||
public virtual void OnBeginAttack(Unit unit, List<Unit> targets) { }
|
||||
public virtual void OnAttack(Unit unit, List<Unit> targets) { }
|
||||
public virtual void OnEndAttack(Unit unit, List<Unit> targets) { }
|
||||
public virtual void OnEndAttackPhase(Unit unit) { }
|
||||
public virtual void OnExecute(Unit unit, Unit target) { }
|
||||
public virtual void OnAllyDeath(Unit unit) { }
|
||||
public virtual void OnEnemyDeath(Unit unit) { }
|
||||
public virtual void OnAnyDeath(Unit unit) { }
|
||||
|
||||
public virtual void OnCounterAttack(Unit unit, Unit attacker) { }
|
||||
public virtual void OnDamaged(Unit unit, Unit attacker) { }
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||||
public virtual void OnArmorBreak(Unit unit, Unit attacker) { }
|
||||
public virtual void OnDefeat(Unit unit, Unit attacker) { }
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||||
|
||||
public virtual void OnEnterBattleGround(Unit unit) { }
|
||||
public virtual void OnExitBattleGround(Unit unit) { }
|
||||
public virtual void OnDraw(Unit unit) { }
|
||||
public virtual void OnRecovered(Unit unit, Unit helper) { }
|
||||
public virtual void OnEquippingArmor(Unit unit, int armorAmount) { }
|
||||
public virtual void OnDiscard(Unit unit) { }
|
||||
|
||||
public virtual void OnCastStragedy(List<Unit> targets) { }
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||||
}
|
|
@ -0,0 +1,11 @@
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|
@ -2,7 +2,6 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "New Card Data", menuName = "Card/Card Data")]
|
||||
public class CardData : ScriptableObject
|
||||
{
|
||||
public new string name;
|
||||
|
@ -14,5 +13,7 @@ public class CardData : ScriptableObject
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|||
public int attack;
|
||||
public int defense;
|
||||
|
||||
public CardTag[] cardTags;
|
||||
public CardTag[] tags;
|
||||
public UnitClass[] unitClasses;
|
||||
public Ability[] abilities;
|
||||
}
|
||||
|
|
|
@ -7,6 +7,4 @@ public class CardTag : ScriptableObject
|
|||
{
|
||||
public new string name;
|
||||
public string description;
|
||||
|
||||
public Sprite artwork;
|
||||
}
|
||||
|
|
|
@ -15,7 +15,6 @@ public class CellMap : MonoBehaviour
|
|||
public int column = 0;
|
||||
public int row = 0;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
@ -42,4 +41,9 @@ public class CellMap : MonoBehaviour
|
|||
{
|
||||
return cellMapData[y].cells[x];
|
||||
}
|
||||
|
||||
public bool IsCellEmpty(int x, int y)
|
||||
{
|
||||
return GetCell(x, y).standingUnit == null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,162 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// Left is Player, right is enemy.
|
||||
public enum Side { left = 1, right = -1 }
|
||||
|
||||
public class CombatManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private List<Unit> leftSideUnits = new List<Unit>();
|
||||
[SerializeField] private List<Unit> rightSideUnits = new List<Unit>();
|
||||
[SerializeField] private CellMap cellMap;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
// hack
|
||||
cellMap = FindObjectOfType<CellMap>();
|
||||
|
||||
foreach (var unit in rightSideUnits)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnPlaceUnit(unit);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var unit in rightSideUnits)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnEnterBattleGround(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<Unit> QueryTargets(Unit attacker)
|
||||
{
|
||||
// TO DO:
|
||||
return new List<Unit>();
|
||||
}
|
||||
|
||||
// Called once before drawing cards
|
||||
void BeginFight()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void BeginRound(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnBeginRound(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BeginMovePhase(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnBeginMovePhase(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EndMovePhase(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnEndMovePhase(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BeginAttackPhase(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnBeginAttackPhase(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UnitAttack(Unit unit, List<Unit> targets)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnBeginAttack(unit, targets);
|
||||
}
|
||||
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnAttack(unit, targets);
|
||||
}
|
||||
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnEndAttack(unit, targets);
|
||||
}
|
||||
|
||||
foreach (var target in targets)
|
||||
{
|
||||
foreach (var ability in target.Abilities)
|
||||
{
|
||||
ability.OnCounterAttack(target, unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Attack(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
|
||||
foreach (var unit in units)
|
||||
{
|
||||
UnitAttack(unit, QueryTargets(unit));
|
||||
}
|
||||
}
|
||||
|
||||
void EndAttackPhase(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnEndAttackPhase(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EndRound(Side side)
|
||||
{
|
||||
List<Unit> units = side == Side.left ? leftSideUnits : rightSideUnits;
|
||||
foreach (var unit in units)
|
||||
{
|
||||
foreach (var ability in unit.Abilities)
|
||||
{
|
||||
ability.OnEndRound(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Called once after result
|
||||
void EndFight()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
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@ -7,13 +7,10 @@ using TMPro;
|
|||
|
||||
public enum CurrentCommand { defend, moveForward, retreat }
|
||||
|
||||
// Left is Player, Enemy is right.
|
||||
public enum Side { left = 1, right = -1 }
|
||||
|
||||
public class Unit : MonoBehaviour
|
||||
{
|
||||
public string unitName;
|
||||
public CardData cardData;
|
||||
public CardData baseData;
|
||||
|
||||
[SerializeField]
|
||||
private int basicAttack;
|
||||
|
@ -27,12 +24,42 @@ public class Unit : MonoBehaviour
|
|||
private int finalMaxDefense;
|
||||
|
||||
[SerializeField]
|
||||
private CardTag[] cardTags;
|
||||
private List<CardTag> cardTags;
|
||||
|
||||
[SerializeField]
|
||||
private int attackRange = 1;
|
||||
private List<UnitClass> unitClasses;
|
||||
|
||||
[SerializeField]
|
||||
private List<Ability> abilities;
|
||||
public List<Ability> Abilities
|
||||
{
|
||||
get { return abilities; }
|
||||
set { abilities = value; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private int meleeAttackRange = 1;
|
||||
public int MeleeAttackRange
|
||||
{
|
||||
get { return meleeAttackRange; }
|
||||
set { meleeAttackRange = value; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private int rangedAttackRange = 1;
|
||||
public int RangedAttackRange
|
||||
{
|
||||
get { return rangedAttackRange; }
|
||||
set { rangedAttackRange = value; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private int movement = 1;
|
||||
public int Movement
|
||||
{
|
||||
get { return movement; }
|
||||
set { movement = value; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private CurrentCommand currentCommand;
|
||||
|
@ -53,6 +80,11 @@ public class Unit : MonoBehaviour
|
|||
Camp allyCamp;
|
||||
Camp enemyCamp;
|
||||
|
||||
public bool isUnitAlive()
|
||||
{
|
||||
return currentDefense > 0;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
@ -61,24 +93,19 @@ public class Unit : MonoBehaviour
|
|||
transform.position = new Vector3(transform.position.x, transform.position.y, -1);
|
||||
standingCell.standingUnit = this;
|
||||
|
||||
basicAttack = cardData.attack;
|
||||
basicMaxDefense = cardData.defense;
|
||||
basicAttack = baseData.attack;
|
||||
basicMaxDefense = baseData.defense;
|
||||
currentDefense = basicMaxDefense;
|
||||
cardTags = cardData.cardTags;
|
||||
cardTags = baseData.tags.ToList();
|
||||
unitClasses = baseData.unitClasses.ToList();
|
||||
abilities = baseData.abilities.ToList();
|
||||
|
||||
foreach (var tag in cardData.cardTags)
|
||||
foreach (var unitClass in unitClasses)
|
||||
{
|
||||
if (tag.name == "Archer")
|
||||
{
|
||||
attackRange += 2;
|
||||
}
|
||||
else if (tag.name == "Cavalry")
|
||||
{
|
||||
movement += 1;
|
||||
}
|
||||
unitClass.ApplyClassSpecilization(this);
|
||||
}
|
||||
|
||||
modelArt.GetComponent<SpriteRenderer>().sprite = cardData.artwork;
|
||||
modelArt.GetComponent<SpriteRenderer>().sprite = baseData.artwork;
|
||||
|
||||
var camps = FindObjectsOfType<Camp>();
|
||||
foreach (var camp in camps)
|
||||
|
@ -94,8 +121,7 @@ public class Unit : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
void UpdateAnimation()
|
||||
{
|
||||
if (walkingToDestination && destinationCell && transform.position != destinationCell.transform.position)
|
||||
{
|
||||
|
@ -114,13 +140,22 @@ public class Unit : MonoBehaviour
|
|||
//Debug.Log("Arrived.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
finalAttack = basicAttack; // For now.
|
||||
|
||||
void UpdateText()
|
||||
{
|
||||
attackText.GetComponent<TextMeshProUGUI>().text = finalAttack.ToString();
|
||||
defenseText.GetComponent<TextMeshProUGUI>().text = currentDefense.ToString();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
UpdateAnimation();
|
||||
finalAttack = basicAttack; // For now.
|
||||
UpdateText();
|
||||
}
|
||||
|
||||
public void MoveAndAttack()
|
||||
{
|
||||
MoveAction();
|
||||
|
@ -133,39 +168,34 @@ public class Unit : MonoBehaviour
|
|||
{
|
||||
return;
|
||||
}
|
||||
foreach (var tag in cardData.cardTags)
|
||||
// hack
|
||||
if (rangedAttackRange > 0)
|
||||
{
|
||||
if (tag.name == "Archer")
|
||||
for (int i = 0; i < rangedAttackRange; ++i)
|
||||
{
|
||||
for (int i = 0; i < attackRange; ++i)
|
||||
int attackXPos = standingCell.xPos + (i + 1) * (int)side;
|
||||
if (attackXPos >= cellMap.column || attackXPos < 0)
|
||||
{
|
||||
int attackXPos = standingCell.xPos + (i + 1) * (int)side;
|
||||
if (attackXPos >= cellMap.column || attackXPos < 0)
|
||||
// Attack Camp
|
||||
currentCommand = CurrentCommand.defend;
|
||||
break;
|
||||
}
|
||||
|
||||
Cell nextCellInRange = cellMap.GetCell(attackXPos, standingCell.yPos);
|
||||
Unit targetUnit = nextCellInRange.standingUnit;
|
||||
if (targetUnit)
|
||||
{
|
||||
if (targetUnit.side != side)
|
||||
{
|
||||
// Attack Camp
|
||||
// Add units to attack list.
|
||||
currentCommand = CurrentCommand.defend;
|
||||
break;
|
||||
}
|
||||
|
||||
Cell nextCellInRange = cellMap.GetCell(attackXPos, standingCell.yPos);
|
||||
Unit targetUnit = nextCellInRange.standingUnit;
|
||||
if (targetUnit)
|
||||
{
|
||||
if (targetUnit.side != side)
|
||||
{
|
||||
// Add units to attack list.
|
||||
currentCommand = CurrentCommand.defend;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
currentCommand = CurrentCommand.moveForward;
|
||||
}
|
||||
break;
|
||||
|
||||
currentCommand = CurrentCommand.moveForward;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Debug.Log("Call MoveAction().");
|
||||
switch (currentCommand)
|
||||
{
|
||||
|
@ -233,21 +263,14 @@ public class Unit : MonoBehaviour
|
|||
|
||||
public void AttackAction()
|
||||
{
|
||||
// Check Attack Range
|
||||
if (inDogFight(this))
|
||||
// Check if this unit is ranged unit
|
||||
if (rangedAttackRange > 0)
|
||||
{
|
||||
foreach (var tag in cardData.cardTags)
|
||||
{
|
||||
if (tag.name == "Archer")
|
||||
{
|
||||
// Archer can't dog fight.
|
||||
return;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
List<Unit> unitsInRange = new List<Unit>();
|
||||
for (int i = 0; i < attackRange; ++i)
|
||||
for (int i = 0; i < meleeAttackRange; ++i)
|
||||
{
|
||||
int attackXPos = standingCell.xPos + (i+1) * (int)side;
|
||||
if (attackXPos >= cellMap.column || attackXPos < 0)
|
||||
|
@ -307,11 +330,6 @@ public class Unit : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
public bool isUnitAlive()
|
||||
{
|
||||
return currentDefense > 0;
|
||||
}
|
||||
|
||||
bool checkDestinationCellEmpty(bool retreat = false)
|
||||
{
|
||||
int currentXPos = standingCell.xPos;
|
||||
|
|
|
@ -0,0 +1,12 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class UnitClass : ScriptableObject
|
||||
{
|
||||
public new string name;
|
||||
public string description;
|
||||
|
||||
public Sprite artwork;
|
||||
public virtual void ApplyClassSpecilization(Unit unit) { }
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7d6c417b0c9236b4a915f410e56db822
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -25,12 +25,6 @@ public class UnitManager : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void handleDiedUnit(Unit unit)
|
||||
{
|
||||
if (unit.side == Side.left)
|
||||
|
@ -39,7 +33,7 @@ public class UnitManager : MonoBehaviour
|
|||
}
|
||||
else if (unit.side == Side.right)
|
||||
{
|
||||
leftSideUnits.Remove(unit);
|
||||
rightSideUnits.Remove(unit);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue