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a1233e67d9
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@ -71,16 +71,3 @@ crashlytics-build.properties
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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# Backup & report files from converting an old project file
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# to a newer Visual Studio version. Backup files are not needed,
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# because we have git ;-)
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_UpgradeReport_Files/
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Backup*/
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UpgradeLog*.XML
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UpgradeLog*.htm
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*.bak
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# JetBrains Rider
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.idea/
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||||
userData:
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|
@ -1,38 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class Camp : MonoBehaviour
|
||||
{
|
||||
public int currentDefense = 100;
|
||||
public int maxDefense = 100;
|
||||
|
||||
public int fireRange = 3;
|
||||
public int fireAttackDamage = 0;
|
||||
|
||||
public Side side;
|
||||
public Transform defenseText;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
defenseText.GetComponent<TextMeshProUGUI>().text = currentDefense.ToString();
|
||||
}
|
||||
|
||||
public void TakeDamage(int damage)
|
||||
{
|
||||
currentDefense -= damage;
|
||||
if (currentDefense < 0)
|
||||
{
|
||||
currentDefense = 0;
|
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}
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}
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -13,6 +13,7 @@ public class CardData : ScriptableObject
|
|||
public int cost;
|
||||
public int attack;
|
||||
public int defense;
|
||||
public int movement = 1;
|
||||
|
||||
public CardTag[] cardTags;
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using System.Collections;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
@ -9,6 +9,8 @@ public class CardDisplay : MonoBehaviour
|
|||
|
||||
public Text nameText;
|
||||
|
||||
public Image artworkImage;
|
||||
|
||||
public Text costText;
|
||||
public Text attackText;
|
||||
public Text defenseText;
|
||||
|
@ -17,10 +19,6 @@ public class CardDisplay : MonoBehaviour
|
|||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
}
|
||||
|
||||
public void SetCardData(CardData data)
|
||||
{
|
||||
cardData = data;
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,29 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Cell : MonoBehaviour
|
||||
{
|
||||
public int xPos;
|
||||
public int yPos;
|
||||
public Unit standingUnit;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
//Debug.Log("点击了单元格。");
|
||||
//Debug.Log("位置: " + transform.position.x + "," + transform.position.y);
|
||||
Debug.Log("位置: " + (xPos+1) + "," + (yPos+1));
|
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}
|
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}
|
|
@ -1,11 +0,0 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -1,45 +0,0 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CellMap : MonoBehaviour
|
||||
{
|
||||
[System.Serializable]
|
||||
public struct CellRow
|
||||
{
|
||||
public Cell[] cells;
|
||||
}
|
||||
|
||||
public CellRow[] cellMapData;
|
||||
|
||||
public int column = 0;
|
||||
public int row = 0;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
for (int y = 0; y < cellMapData.Length; y++)
|
||||
{
|
||||
for (int x = 0; x < cellMapData[y].cells.Length; x++)
|
||||
{
|
||||
cellMapData[y].cells[x].xPos = x;
|
||||
cellMapData[y].cells[x].yPos = y;
|
||||
}
|
||||
}
|
||||
|
||||
row = cellMapData.Length;
|
||||
column = cellMapData[0].cells.Length;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public Cell GetCell(int x, int y)
|
||||
{
|
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return cellMapData[y].cells[x];
|
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}
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}
|
|
@ -1,11 +0,0 @@
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guid: ce870726e1fc9414cab2745326f4f417
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -1,219 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
public class Deck : MonoBehaviour
|
||||
{
|
||||
public List<CardData> cardDataList;
|
||||
public int randomSeed;
|
||||
|
||||
private GameObject cardTemplate;
|
||||
|
||||
private GameObject handListContent;
|
||||
private GameObject drawListContent;
|
||||
private GameObject discardListContent;
|
||||
|
||||
// Card Limit
|
||||
public int maxCardinHandLimit = 10;
|
||||
public int maxCardRemainLimit = 5;
|
||||
|
||||
private GameObject reachCardinHandLimitWarningDisplay;
|
||||
private float warningDisplayCountDown;
|
||||
private float warningDisplayTime = 1.0f;
|
||||
|
||||
private GameObject discardHoldingListContent;
|
||||
private TextMeshProUGUI discardWarningDisplayText;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
drawListContent = transform.Find("DrawList/Viewport/Content").gameObject;
|
||||
drawListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
discardListContent = transform.Find("DiscardList/Viewport/Content").gameObject;
|
||||
discardListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
handListContent = transform.Find("Content/HandList/Viewport/Content").gameObject;
|
||||
|
||||
cardTemplate = transform.Find("CardTemplate").gameObject;
|
||||
reachCardinHandLimitWarningDisplay = transform.Find("Content/LimitWarning").gameObject;
|
||||
reachCardinHandLimitWarningDisplay.SetActive(false);
|
||||
discardHoldingListContent = transform.Find("Content/DiscardHoldingList/Viewport/HoldingListContent").gameObject;
|
||||
discardHoldingListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
discardWarningDisplayText = transform.Find("Content/DiscardHoldingList/Viewport/DiscardWarning/Text").gameObject.GetComponent<TextMeshProUGUI>();
|
||||
|
||||
randomSeed = 200;
|
||||
Random.InitState(randomSeed);
|
||||
for (int i = 0; i < cardDataList.Count; i++)
|
||||
{
|
||||
GameObject tempDrawDisplay = Instantiate(cardTemplate.gameObject, transform.Find("DrawList/Viewport/Content"));
|
||||
tempDrawDisplay.transform.Find("Card").gameObject.GetComponent<CardDisplay>().SetCardData(cardDataList[i]);
|
||||
tempDrawDisplay.transform.Find("Button").gameObject.GetComponent<Image>().sprite = cardDataList[i].artwork;
|
||||
tempDrawDisplay.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (warningDisplayCountDown >= 0.0f)
|
||||
{
|
||||
warningDisplayCountDown -= Time.deltaTime;
|
||||
if (warningDisplayCountDown <= 0.0f)
|
||||
{
|
||||
DeactivateCardInHandLimitWarning();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawCards(int amount)
|
||||
{
|
||||
for (int i = 0; i < amount; i++)
|
||||
{
|
||||
if (handListContent.transform.childCount > maxCardinHandLimit - 1)
|
||||
{
|
||||
ActivateCardInHandLimitWarning();
|
||||
return;
|
||||
}
|
||||
if (drawListContent.transform.childCount == 0)
|
||||
{
|
||||
Shuffle();
|
||||
}
|
||||
if (drawListContent.transform.childCount == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
int randomIndex = Random.Range(0, drawListContent.transform.childCount);
|
||||
drawListContent.transform.GetChild(randomIndex).transform.SetParent(handListContent.transform);
|
||||
}
|
||||
}
|
||||
|
||||
public void UseACard(int index)
|
||||
{
|
||||
// TODO: Add card type into card data
|
||||
// Chech if the card is waste card;
|
||||
//if (handList[index].cardTags == wastCard)
|
||||
//{
|
||||
// wasteList.Add(handList[index]);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
|
||||
//}
|
||||
}
|
||||
|
||||
public void UseThisCard(GameObject card)
|
||||
{
|
||||
if(card.transform.parent == handListContent.transform)
|
||||
{
|
||||
if (!discardHoldingListContent.transform.parent.parent.gameObject.activeSelf)
|
||||
{
|
||||
// Use card in hand
|
||||
card.transform.SetParent(discardListContent.transform);
|
||||
}
|
||||
else if (handListContent.transform.childCount > maxCardRemainLimit)
|
||||
{
|
||||
// Put card in discard holding list
|
||||
card.transform.SetParent(discardHoldingListContent.transform);
|
||||
}
|
||||
|
||||
}
|
||||
else if (card.transform.parent == discardHoldingListContent.transform)
|
||||
{
|
||||
card.transform.SetParent(handListContent.transform);
|
||||
}
|
||||
else if (card.transform.parent == drawListContent.transform)
|
||||
{
|
||||
// card in draw list
|
||||
Debug.Log("Card in Draw list");
|
||||
}
|
||||
else if (card.transform.parent == discardListContent.transform)
|
||||
{
|
||||
// card in discard list
|
||||
Debug.Log("Card in Discard list");
|
||||
}
|
||||
}
|
||||
|
||||
// When unit dead
|
||||
public void AddACardIntoDiscardList(CardData card)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Shuffle()
|
||||
{
|
||||
while (drawListContent.transform.childCount != 0)
|
||||
{
|
||||
drawListContent.transform.GetChild(drawListContent.transform.childCount - 1).SetParent(discardListContent.transform);
|
||||
}
|
||||
|
||||
while (discardListContent.transform.childCount != 0)
|
||||
{
|
||||
int index = Random.Range(0, discardListContent.transform.childCount);
|
||||
discardListContent.transform.GetChild(index).transform.SetParent(drawListContent.transform);
|
||||
};
|
||||
}
|
||||
|
||||
public void ActivateDisplayDrawList()
|
||||
{
|
||||
drawListContent.transform.parent.parent.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void DeactivateDisplayDrawList()
|
||||
{
|
||||
drawListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void ActivateDisplayDiscardList()
|
||||
{
|
||||
discardListContent.transform.parent.parent.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void DeactivateDisplayDiscardList()
|
||||
{
|
||||
discardListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void ActivateCardInHandLimitWarning()
|
||||
{
|
||||
reachCardinHandLimitWarningDisplay.SetActive(true);
|
||||
warningDisplayCountDown = warningDisplayTime;
|
||||
}
|
||||
|
||||
private void DeactivateCardInHandLimitWarning()
|
||||
{
|
||||
reachCardinHandLimitWarningDisplay.SetActive(false);
|
||||
}
|
||||
|
||||
public void EndRound()
|
||||
{
|
||||
if (handListContent.transform.childCount > maxCardRemainLimit)
|
||||
{
|
||||
ActivateDiscardWarning();
|
||||
}
|
||||
}
|
||||
|
||||
private void ActivateDiscardWarning()
|
||||
{
|
||||
discardHoldingListContent.transform.parent.parent.gameObject.SetActive(true);
|
||||
discardWarningDisplayText.text = string.Format("Choose {0} Card(s) to Discard", handListContent.transform.childCount - maxCardRemainLimit);
|
||||
}
|
||||
|
||||
public void DiscardHoldingListCards()
|
||||
{
|
||||
while (discardHoldingListContent.transform.childCount != 0)
|
||||
{
|
||||
discardHoldingListContent.transform.GetChild(discardHoldingListContent.transform.childCount - 1).SetParent(discardListContent.transform);
|
||||
}
|
||||
if (handListContent.transform.childCount <= maxCardRemainLimit)
|
||||
{
|
||||
discardHoldingListContent.transform.parent.parent.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4e2b93d08c3a9bb4c84596f4a7ff0c8b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,382 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
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;
|
||||
|
||||
[SerializeField]
|
||||
private int basicAttack;
|
||||
private int finalAttack;
|
||||
|
||||
[SerializeField]
|
||||
private int currentDefense;
|
||||
|
||||
[SerializeField]
|
||||
private int basicMaxDefense;
|
||||
private int finalMaxDefense;
|
||||
|
||||
[SerializeField]
|
||||
private CardTag[] cardTags;
|
||||
|
||||
[SerializeField]
|
||||
private int attackRange = 1;
|
||||
[SerializeField]
|
||||
private int movement = 1;
|
||||
|
||||
[SerializeField]
|
||||
private CurrentCommand currentCommand;
|
||||
|
||||
public Cell standingCell;
|
||||
[SerializeField]
|
||||
private Cell destinationCell;
|
||||
private CellMap cellMap;
|
||||
|
||||
public Side side;
|
||||
|
||||
public Transform modelArt;
|
||||
public Transform attackText;
|
||||
public Transform defenseText;
|
||||
|
||||
public bool walkingToDestination = false;
|
||||
|
||||
Camp allyCamp;
|
||||
Camp enemyCamp;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
cellMap = FindObjectOfType<CellMap>();
|
||||
transform.position = standingCell.transform.position;
|
||||
transform.position = new Vector3(transform.position.x, transform.position.y, -1);
|
||||
standingCell.standingUnit = this;
|
||||
|
||||
basicAttack = cardData.attack;
|
||||
basicMaxDefense = cardData.defense;
|
||||
currentDefense = basicMaxDefense;
|
||||
cardTags = cardData.cardTags;
|
||||
|
||||
foreach (var tag in cardData.cardTags)
|
||||
{
|
||||
if (tag.name == "Archer")
|
||||
{
|
||||
attackRange += 2;
|
||||
}
|
||||
else if (tag.name == "Cavalry")
|
||||
{
|
||||
movement += 1;
|
||||
}
|
||||
}
|
||||
|
||||
modelArt.GetComponent<SpriteRenderer>().sprite = cardData.artwork;
|
||||
|
||||
var camps = FindObjectsOfType<Camp>();
|
||||
foreach (var camp in camps)
|
||||
{
|
||||
if (camp.side == side)
|
||||
{
|
||||
allyCamp = camp;
|
||||
}
|
||||
else
|
||||
{
|
||||
enemyCamp = camp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (walkingToDestination && destinationCell && transform.position != destinationCell.transform.position)
|
||||
{
|
||||
Vector3 moveVec = destinationCell.transform.position - transform.position;
|
||||
transform.position = new Vector3(transform.position.x + moveVec.x * 5.0f * Time.deltaTime, transform.position.y + moveVec.y * 5.0f * Time.deltaTime, -1);
|
||||
|
||||
//Debug.Log("Manitude: " + moveVec.magnitude);
|
||||
|
||||
if ((Mathf.Approximately(transform.position.x, destinationCell.transform.position.x)
|
||||
&& Mathf.Approximately(transform.position.y, destinationCell.transform.position.y))
|
||||
|| moveVec.magnitude <= 1)
|
||||
{
|
||||
walkingToDestination = false;
|
||||
transform.position = new Vector3(destinationCell.transform.position.x, destinationCell.transform.position.y, -1);
|
||||
destinationCell = null;
|
||||
//Debug.Log("Arrived.");
|
||||
}
|
||||
}
|
||||
|
||||
finalAttack = basicAttack; // For now.
|
||||
|
||||
attackText.GetComponent<TextMeshProUGUI>().text = finalAttack.ToString();
|
||||
defenseText.GetComponent<TextMeshProUGUI>().text = currentDefense.ToString();
|
||||
}
|
||||
|
||||
public void MoveAndAttack()
|
||||
{
|
||||
MoveAction();
|
||||
AttackAction();
|
||||
}
|
||||
|
||||
public void MoveAction()
|
||||
{
|
||||
if (walkingToDestination)
|
||||
{
|
||||
return;
|
||||
}
|
||||
foreach (var tag in cardData.cardTags)
|
||||
{
|
||||
if (tag.name == "Archer")
|
||||
{
|
||||
for (int i = 0; i < attackRange; ++i)
|
||||
{
|
||||
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)
|
||||
{
|
||||
// Add units to attack list.
|
||||
currentCommand = CurrentCommand.defend;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
currentCommand = CurrentCommand.moveForward;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Debug.Log("Call MoveAction().");
|
||||
switch (currentCommand)
|
||||
{
|
||||
case CurrentCommand.defend:
|
||||
break;
|
||||
case CurrentCommand.moveForward:
|
||||
//Debug.Log("Try Move Forward.");
|
||||
|
||||
for (int i = 0; i < movement; i++)
|
||||
{
|
||||
if (checkDestinationCellEmpty())
|
||||
{
|
||||
// Attack()
|
||||
//Debug.Log("Start Moving.");
|
||||
MoveToCell(destinationCell);
|
||||
walkingToDestination = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Debug.Log("Can't Move.");
|
||||
// Check the unit is facing the camp or unit.
|
||||
if (destinationCell)
|
||||
{
|
||||
// Check the unit is Allie or Enemy.
|
||||
if (destinationCell.standingUnit.side == side)
|
||||
{
|
||||
// Check the Allie is swappable or not.
|
||||
if (!inDogFight(destinationCell.standingUnit))
|
||||
{
|
||||
//standingCell = cell;
|
||||
//cell.standingUnit = this;
|
||||
destinationCell.standingUnit.walkingToDestination = true;
|
||||
standingCell.standingUnit = destinationCell.standingUnit;
|
||||
standingCell.standingUnit.standingCell = standingCell;
|
||||
standingCell.standingUnit.destinationCell = standingCell;
|
||||
|
||||
standingCell = destinationCell;
|
||||
destinationCell.standingUnit = this;
|
||||
walkingToDestination = true;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// Can't move to cell this is standed by enemy.
|
||||
destinationCell = standingCell;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Facing the camp.
|
||||
break;
|
||||
}
|
||||
destinationCell = standingCell;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CurrentCommand.retreat:
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void AttackAction()
|
||||
{
|
||||
// Check Attack Range
|
||||
if (inDogFight(this))
|
||||
{
|
||||
foreach (var tag in cardData.cardTags)
|
||||
{
|
||||
if (tag.name == "Archer")
|
||||
{
|
||||
// Archer can't dog fight.
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<Unit> unitsInRange = new List<Unit>();
|
||||
for (int i = 0; i < attackRange; ++i)
|
||||
{
|
||||
int attackXPos = standingCell.xPos + (i+1) * (int)side;
|
||||
if (attackXPos >= cellMap.column || attackXPos < 0)
|
||||
{
|
||||
// Attack Camp
|
||||
enemyCamp.TakeDamage(finalAttack);
|
||||
return;
|
||||
}
|
||||
|
||||
Cell nextCellInRange = cellMap.GetCell(attackXPos, standingCell.yPos);
|
||||
Unit targetUnit = nextCellInRange.standingUnit;
|
||||
if (targetUnit)
|
||||
{
|
||||
if (targetUnit.side != side)
|
||||
{
|
||||
// Add units to attack list.
|
||||
unitsInRange.Add(targetUnit);
|
||||
}
|
||||
else
|
||||
{
|
||||
// It is allies. We don't attack it unless we are under some debuff.
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Nothing to attack.
|
||||
//Debug.Log("No unit to attack.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (side == Side.left)
|
||||
{
|
||||
unitsInRange = unitsInRange.OrderBy(x => x.standingCell.xPos).ToList<Unit>();
|
||||
}
|
||||
else
|
||||
{
|
||||
unitsInRange = unitsInRange.OrderByDescending(x => x.standingCell.xPos).ToList<Unit>();
|
||||
}
|
||||
|
||||
for (int i = 0; i < unitsInRange.Count; i++)
|
||||
{
|
||||
//Debug.Log(unitsInRange[i].unitName + ": " + unitsInRange[i].standingCell.xPos + " , " + unitsInRange[i].standingCell.yPos);
|
||||
// Do attack
|
||||
//Debug.Log("Attack!");
|
||||
unitsInRange[i].currentDefense -= finalAttack;
|
||||
if (unitsInRange[i].currentDefense <= 0)
|
||||
{
|
||||
unitsInRange[i].standingCell.standingUnit = null;
|
||||
unitsInRange[i].gameObject.SetActive(false); // For now
|
||||
Unit unit = unitsInRange[i];
|
||||
FindObjectOfType<UnitManager>().handleDiedUnit(unit);
|
||||
//Debug.Log("Defeat Enemy");
|
||||
}
|
||||
|
||||
break; // Most of units can only attack one target.
|
||||
}
|
||||
}
|
||||
|
||||
public bool isUnitAlive()
|
||||
{
|
||||
return currentDefense > 0;
|
||||
}
|
||||
|
||||
bool checkDestinationCellEmpty(bool retreat = false)
|
||||
{
|
||||
int currentXPos = standingCell.xPos;
|
||||
int movePath = 0;
|
||||
|
||||
if (retreat)
|
||||
{
|
||||
movePath = 1 * -(int)side;
|
||||
}
|
||||
else
|
||||
{
|
||||
movePath = 1 * (int)side;
|
||||
}
|
||||
|
||||
int destinationXPos = standingCell.xPos + movePath;
|
||||
|
||||
// Mean the destination cell is the Camp.
|
||||
if (!checkPosInMap(destinationXPos))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
destinationCell = cellMap.GetCell(destinationXPos, standingCell.yPos);
|
||||
|
||||
if (destinationCell.standingUnit == null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Check privous cell is standable if we have more than 1 movement ability.
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void MoveToCell(Cell cell)
|
||||
{
|
||||
Assert.IsTrue(destinationCell.standingUnit == null, "Trying to move a cell that is already be standing by another unit.");
|
||||
|
||||
standingCell.standingUnit = null;
|
||||
standingCell = cell;
|
||||
cell.standingUnit = this;
|
||||
}
|
||||
|
||||
// Check the allies is near by an enemy or not.
|
||||
bool inDogFight(Unit unit)
|
||||
{
|
||||
int checkPos = unit.standingCell.xPos + (int)side * 1;
|
||||
|
||||
if (!checkPosInMap(checkPos))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var checkCell = cellMap.GetCell(checkPos, standingCell.yPos);
|
||||
if (checkCell.standingUnit && checkCell.standingUnit.side != side)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool checkPosInMap(int pos)
|
||||
{
|
||||
return pos >= 0 && pos < cellMap.column;
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 985a1b81fb93ea54b8f8d9671fd543e8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,106 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class UnitManager : MonoBehaviour
|
||||
{
|
||||
public List<Unit> leftSideUnits = new List<Unit>();
|
||||
public List<Unit> rightSideUnits = new List<Unit>();
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
var units = FindObjectsOfType<Unit>();
|
||||
foreach (var unit in units)
|
||||
{
|
||||
if (unit.side == Side.left)
|
||||
{
|
||||
leftSideUnits.Add(unit);
|
||||
}
|
||||
else
|
||||
{
|
||||
rightSideUnits.Add(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void handleDiedUnit(Unit unit)
|
||||
{
|
||||
if (unit.side == Side.left)
|
||||
{
|
||||
leftSideUnits.Remove(unit);
|
||||
}
|
||||
else if (unit.side == Side.right)
|
||||
{
|
||||
leftSideUnits.Remove(unit);
|
||||
}
|
||||
}
|
||||
|
||||
bool test = true;
|
||||
public void SideAction()
|
||||
{
|
||||
if (test)
|
||||
{
|
||||
SortActionOrder(Side.right);
|
||||
foreach (var unit in rightSideUnits)
|
||||
{
|
||||
if (unit.isUnitAlive())
|
||||
{
|
||||
unit.MoveAction();
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var unit in rightSideUnits)
|
||||
{
|
||||
if (unit.isUnitAlive())
|
||||
{
|
||||
unit.AttackAction();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SortActionOrder(Side.left);
|
||||
foreach (var unit in leftSideUnits)
|
||||
{
|
||||
if (unit.isUnitAlive())
|
||||
{
|
||||
unit.MoveAction();
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var unit in leftSideUnits)
|
||||
{
|
||||
if (unit.isUnitAlive())
|
||||
{
|
||||
unit.AttackAction();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
test = !test;
|
||||
}
|
||||
|
||||
private void SortActionOrder(Side side)
|
||||
{
|
||||
switch (side)
|
||||
{
|
||||
case Side.left:
|
||||
leftSideUnits = leftSideUnits.OrderByDescending(x => x.standingCell.xPos).ThenBy(y => y.standingCell.yPos).ToList<Unit>();
|
||||
break;
|
||||
case Side.right:
|
||||
rightSideUnits = rightSideUnits.OrderBy(x => x.standingCell.xPos).ThenByDescending(y => y.standingCell.yPos).ToList<Unit>();
|
||||
break;
|
||||
default:
|
||||
break;
|
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}
|
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}
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userData:
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@ -2,12 +2,8 @@
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using System.Collections.Generic;
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||||
using UnityEngine;
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public class Cell : MonoBehaviour
|
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public class cell : MonoBehaviour
|
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{
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public int xPos;
|
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public int yPos;
|
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public Unit standingUnit;
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// Start is called before the first frame update
|
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void Start()
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{
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|
@ -23,7 +19,6 @@ public class Cell : MonoBehaviour
|
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private void OnMouseDown()
|
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{
|
||||
//Debug.Log("点击了单元格。");
|
||||
//Debug.Log("位置: " + transform.position.x + "," + transform.position.y);
|
||||
Debug.Log("位置: " + (xPos+1) + "," + (yPos+1));
|
||||
Debug.Log("位置: " + transform.position.x + "," + transform.position.y);
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}
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