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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.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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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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*.sln.iml
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@ -1,38 +0,0 @@
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||||||
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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|
@ -1,11 +0,0 @@
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|
@ -13,6 +13,7 @@ public class CardData : ScriptableObject
|
||||||
public int cost;
|
public int cost;
|
||||||
public int attack;
|
public int attack;
|
||||||
public int defense;
|
public int defense;
|
||||||
|
public int movement = 1;
|
||||||
|
|
||||||
public CardTag[] cardTags;
|
public CardTag[] cardTags;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
@ -9,6 +9,8 @@ public class CardDisplay : MonoBehaviour
|
||||||
|
|
||||||
public Text nameText;
|
public Text nameText;
|
||||||
|
|
||||||
|
public Image artworkImage;
|
||||||
|
|
||||||
public Text costText;
|
public Text costText;
|
||||||
public Text attackText;
|
public Text attackText;
|
||||||
public Text defenseText;
|
public Text defenseText;
|
||||||
|
@ -17,10 +19,6 @@ public class CardDisplay : MonoBehaviour
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
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));
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
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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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@ -1,45 +0,0 @@
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class CellMap : MonoBehaviour
|
|
||||||
{
|
|
||||||
[System.Serializable]
|
|
||||||
public struct CellRow
|
|
||||||
{
|
|
||||||
public Cell[] cells;
|
|
||||||
}
|
|
||||||
|
|
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public CellRow[] cellMapData;
|
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||||||
|
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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)
|
|
||||||
{
|
|
||||||
return cellMapData[y].cells[x];
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: ce870726e1fc9414cab2745326f4f417
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: a7b5cc2948c19154e96390c013689e09
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -2,12 +2,8 @@
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class Cell : MonoBehaviour
|
public class cell : MonoBehaviour
|
||||||
{
|
{
|
||||||
public int xPos;
|
|
||||||
public int yPos;
|
|
||||||
public Unit standingUnit;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
@ -23,7 +19,6 @@ public class Cell : MonoBehaviour
|
||||||
private void OnMouseDown()
|
private void OnMouseDown()
|
||||||
{
|
{
|
||||||
//Debug.Log("点击了单元格。");
|
//Debug.Log("点击了单元格。");
|
||||||
//Debug.Log("位置: " + transform.position.x + "," + transform.position.y);
|
Debug.Log("位置: " + transform.position.x + "," + transform.position.y);
|
||||||
Debug.Log("位置: " + (xPos+1) + "," + (yPos+1));
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,7 +9,7 @@ Material:
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: LiberationSans SDF Material
|
m_Name: LiberationSans SDF Material
|
||||||
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
|
m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
|
||||||
m_ShaderKeywords: OUTLINE_ON
|
m_ShaderKeywords:
|
||||||
m_LightmapFlags: 1
|
m_LightmapFlags: 1
|
||||||
m_EnableInstancingVariants: 0
|
m_EnableInstancingVariants: 0
|
||||||
m_DoubleSidedGI: 0
|
m_DoubleSidedGI: 0
|
||||||
|
@ -32,7 +32,7 @@ Material:
|
||||||
- _MaskSoftnessX: 0
|
- _MaskSoftnessX: 0
|
||||||
- _MaskSoftnessY: 0
|
- _MaskSoftnessY: 0
|
||||||
- _OutlineSoftness: 0
|
- _OutlineSoftness: 0
|
||||||
- _OutlineWidth: 0.16
|
- _OutlineWidth: 0
|
||||||
- _PerspectiveFilter: 0.875
|
- _PerspectiveFilter: 0.875
|
||||||
- _ScaleRatioA: 0.9
|
- _ScaleRatioA: 0.9
|
||||||
- _ScaleRatioB: 1
|
- _ScaleRatioB: 1
|
||||||
|
|
|
@ -1,32 +0,0 @@
|
||||||
%YAML 1.1
|
|
||||||
%TAG !u! tag:unity3d.com,2011:
|
|
||||||
--- !u!21 &2100000
|
|
||||||
Material:
|
|
||||||
serializedVersion: 6
|
|
||||||
m_ObjectHideFlags: 0
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_Name: Unit
|
|
||||||
m_Shader: {fileID: 4800000, guid: 0fb214889b080bf478c366d443e26943, type: 3}
|
|
||||||
m_ShaderKeywords:
|
|
||||||
m_LightmapFlags: 4
|
|
||||||
m_EnableInstancingVariants: 0
|
|
||||||
m_DoubleSidedGI: 0
|
|
||||||
m_CustomRenderQueue: -1
|
|
||||||
stringTagMap: {}
|
|
||||||
disabledShaderPasses: []
|
|
||||||
m_SavedProperties:
|
|
||||||
serializedVersion: 3
|
|
||||||
m_TexEnvs:
|
|
||||||
- _MainTex:
|
|
||||||
m_Texture: {fileID: 0}
|
|
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m_Scale: {x: 1, y: 1}
|
|
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m_Offset: {x: 0, y: 0}
|
|
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m_Ints: []
|
|
||||||
m_Floats:
|
|
||||||
- _Glossiness: 0.5
|
|
||||||
- _Metallic: 0
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|
||||||
m_Colors:
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|
||||||
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NativeFormatImporter:
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
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