mirror of
https://github.com/kuhyx/WUT_Computer_Science.git
synced 2026-07-04 17:03:12 +02:00
Cleanup Soldiers and Bases (make Entity base class)
This commit is contained in:
parent
4ff01692aa
commit
42452e6e64
@ -78,22 +78,22 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: d34caf35d0ce610f8bc87cf815ba1915, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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myTeam: 0
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maxHealthPoints: 100
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healthPoints: 100
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rangeAttack: 3
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rangeView: 1
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damageAttack: 1
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speedAttack: 2
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lastAttackTick: -1
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nameText: {fileID: 6838251604148675782}
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healthPointsText: {fileID: 8012357605284019061}
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target: {fileID: 0}
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enemyType: 0
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ourType: 0
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movementDestination: {x: 0, y: 0}
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onDeath:
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OnDeath:
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m_PersistentCalls:
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m_Calls: []
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rangeAttack: 3
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rangeView: 1
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damageAttack: 25
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speedAttack: 2
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lastAttackTick: -1
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target: {fileID: 0}
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enemyType: 0
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movementDestination: {x: 0, y: 0}
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--- !u!1 &1997457243244158843
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GameObject:
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m_ObjectHideFlags: 0
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@ -358,12 +358,12 @@ MonoBehaviour:
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m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_isUsingLegacyAnimationComponent: 0
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m_isVolumetricText: 0
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m_hasFontAssetChanged: 0
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m_maskType: 0
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--- !u!1 &2062275012809416088
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GameObject:
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m_ObjectHideFlags: 0
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@ -530,9 +530,9 @@ MonoBehaviour:
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m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_isUsingLegacyAnimationComponent: 0
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m_isVolumetricText: 0
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m_hasFontAssetChanged: 0
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m_renderer: {fileID: 4083783489867894370}
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m_renderer: {fileID: 4083783489867894370}
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m_maskType: 0
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@ -156,16 +156,15 @@ MonoBehaviour:
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WORLD_SPACE_OFFSET: {x: 0.5, y: 1, z: 0.5}
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allyBaseCoord: {x: 0, y: 0}
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soldierStartingPositions:
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- {x: 0, y: 0}
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- {x: 1, y: 0}
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- {x: 1, y: 2}
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enemyBaseCoord: {x: 0, y: 0}
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enemyStartingPositions:
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- {x: 2, y: 0}
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- {x: 9, y: 5}
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tilemap: {fileID: 1853262998}
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soldierPrefab: {fileID: 403095692180922766, guid: a87b1aa46b0ed3e0fba621e11dd4f1e2,
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type: 3}
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basePrefab: {fileID: 6141901885681798073, guid: e79038bbfa9535f45be1d0f0ae0626ce,
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basePrefab: {fileID: 403095692180922766, guid: cff761b70fcb1dc55bfd414849823b2e,
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type: 3}
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--- !u!4 &282616949
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Transform:
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8
theProject/Assets/Scripts/Entities.meta
Normal file
8
theProject/Assets/Scripts/Entities.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 2e5f405b6facc6e47a0297f2be93eae4
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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9
theProject/Assets/Scripts/Entities/Base.cs
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9
theProject/Assets/Scripts/Entities/Base.cs
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@ -0,0 +1,9 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class Base : Entity
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{
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}
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@ -1,73 +1,86 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class Base : MonoBehaviour
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{
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public enum SoldierType
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{
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Ally,
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Enemy
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}
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[SerializeField] protected SoldierType ourType;
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[SerializeField] private float maxHealthPoints = 100;
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[SerializeField] private float healthPoints = 100;
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[SerializeField] private TMP_Text nameText = null;
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[SerializeField] private TMP_Text healthPointsText = null;
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public SoldierType TempGetOwnType()
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{
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return ourType;
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}
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// Start is called before the first frame update
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protected void Start(){
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healthPoints = maxHealthPoints; // initialize health
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UpdateHPDisplay();
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Debug.Log("Base: " + ourType.ToString() + " has appeared", gameObject);
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switch (ourType)
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{
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case SoldierType.Ally:
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nameText.text = "Ally";
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nameText.color = Color.blue;
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break;
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case SoldierType.Enemy:
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nameText.text = "Enemy";
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nameText.color = Color.red;
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break;
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default:
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nameText.text = "how did we get here (forever)";
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nameText.color = new Color(255, 192, 203);
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break;
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}
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}
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public void setOwnTag(SoldierType type)
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{
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ourType = type;
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}
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protected void OnDestroy()
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{
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Debug.Log("Soldier: " + ourType.ToString() + " has died", gameObject);
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}
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protected void ReduceHP(float damage)
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{
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healthPoints -= damage;
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if (healthPoints <= 0)
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Destroy(gameObject);
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UpdateHPDisplay();
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Debug.Log("I took damage, my HP is now: " + healthPoints + " noooo!!!!", gameObject);
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}
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protected void UpdateHPDisplay()
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{
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healthPointsText.text = healthPoints.ToString() + "/" + maxHealthPoints.ToString();
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Events;
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public class Entity : MonoBehaviour
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{
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public enum Team
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{
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Ally,
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Enemy
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}
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[Header("Values")]
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[SerializeField] protected Team myTeam;
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[SerializeField] protected float maxHealthPoints = 100;
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[SerializeField] protected float healthPoints = 100;
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[SerializeField] protected TMP_Text nameText = null;
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[SerializeField] protected TMP_Text healthPointsText = null;
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[HideInInspector] public UnityEvent<Entity> OnDeath = new UnityEvent<Entity>();
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public Team GetOwnTeam()
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{
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return myTeam;
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}
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// Start is called before the first frame update
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protected virtual void Start(){
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healthPoints = maxHealthPoints; // initialize health
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UpdateHPDisplay();
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Debug.Log("Entity: " + myTeam.ToString() + " has appeared", gameObject);
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switch (myTeam)
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{
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case Team.Ally:
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nameText.text = "Ally";
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nameText.color = Color.blue;
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break;
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case Team.Enemy:
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nameText.text = "Enemy";
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nameText.color = Color.red;
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break;
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default:
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nameText.text = "how did we get here (forever)";
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nameText.color = new Color(255, 192, 203);
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break;
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}
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}
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public void SetOwnTeam(Team type)
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{
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myTeam = type;
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}
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public void ReduceHP(float damage)
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{
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healthPoints -= damage;
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if (healthPoints <= 0)
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Destroy(gameObject);
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UpdateHPDisplay();
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Debug.Log("I took damage, my HP is now: " + healthPoints + " noooo!!!!", gameObject);
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}
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protected virtual void Die()
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{
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OnDeath.Invoke(this);
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Destroy(gameObject);
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}
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private void OnDestroy()
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{
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Debug.Log("Soldier: " + myTeam.ToString() + " has died", gameObject);
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}
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protected void UpdateHPDisplay()
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{
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healthPointsText.text = healthPoints.ToString() + "/" + maxHealthPoints.ToString();
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}
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}
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11
theProject/Assets/Scripts/Entities/Entity.cs.meta
Normal file
11
theProject/Assets/Scripts/Entities/Entity.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d77d5669fae0f57499970c2aed5af02b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 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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@ -1,171 +1,157 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Events;
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public class Soldier : Base
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{
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private Queue<Action> actions = new Queue<Action>();
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private Queue<Action> interrupts = new Queue<Action>();
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#region Action Queue Items
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abstract class Action // action "template"
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{
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public virtual void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs) { } // called by Soldier when action is supposed to be done
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}
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private class Movement : Action
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{
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public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
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{//TO DO: CALL PROPER FUNCTION TO MOVE
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throw new System.NotImplementedException($"(tick: {tickEventArgs.tickNumber}) Trying to teleport to {soldier.movementDestination}");
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//??tileMap.Teleport(movementDestination)
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}
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}
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private class TryAttack : Action
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{
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public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
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{
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//Debug.LogWarning($"(tick: {tickEventArgs.tickNumber}) Looking for enemy in range");
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if(soldier.TryAttackEnemy())
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soldier.lastAttackTick = tickEventArgs.tickNumber;
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}
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}
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#endregion
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#region Handling Incoming Orders (Interrupts)
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public void HandleMovementOrder(Vector2Int destination)
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{
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movementDestination = destination;
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interrupts.Enqueue(new Movement()); // force soldier to find path to the new destination
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}
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#endregion
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[Header("Values")]
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[SerializeField] private float rangeAttack = 100;
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[SerializeField] private float rangeView = 1;
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[SerializeField] private float damageAttack = 1;
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[SerializeField] private int speedAttack = 1; // ticks between attacks
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[SerializeField] private int lastAttackTick = -1;
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[Header("References")]
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[Header("Do-not-change-in-game values")]
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[SerializeField] private Soldier target;
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[SerializeField] private SoldierType enemyType;
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[SerializeField] private Vector2Int movementDestination = Vector2Int.zero;
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// variables not visible in inspector
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[HideInInspector] public UnityEvent<Soldier> onDeath = new UnityEvent<Soldier>();
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public SoldierType GetOwnType()
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{
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return ourType;
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}
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// Start is called before the first frame update
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void Start(){
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base.Start();
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setEnemyTag();
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}
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public void setEnemyTag()
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{
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if(ourType == SoldierType.Ally) enemyType = SoldierType.Enemy;
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else enemyType = SoldierType.Ally;
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}
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void Awake()
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{
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TickSystem.OnTick += HandleTick;
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}
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private void Die()
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{
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TickSystem.OnTick -= HandleTick;
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onDeath.Invoke(this);
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Destroy(gameObject);
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}
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private void OnDestroy()
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{
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Debug.Log("Soldier: " + ourType.ToString() + " has died", gameObject);
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}
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private void HandleTick(TickSystem.OnTickEventArgs tickEventArgs)
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{
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ref Queue<Action> queueToHandle = ref interrupts;
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if (interrupts.Count < 1) // if no interrupt actions to do, handle regular queue
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queueToHandle = actions;
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if(queueToHandle.Count > 0)
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queueToHandle.Dequeue().Execute(this, tickEventArgs);
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else
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{
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if(lastAttackTick + speedAttack <= tickEventArgs.tickNumber)
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{
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queueToHandle.Enqueue(new TryAttack());
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queueToHandle.Dequeue().Execute(this, tickEventArgs);
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}
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}
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}
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bool TryAttackEnemy () //returns true if an enemy was attacked
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{
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// Enemies are the game objects tagged with the "Enemy"
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//GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyType);
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Soldier[] soldiers = GameObject.FindObjectsOfType<Soldier>();
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List<Soldier> enemiesList = new List<Soldier>();
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foreach (Soldier obj in soldiers)
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{
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if (obj.ourType == enemyType)
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enemiesList.Add(obj);
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}
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Soldier[] enemies = enemiesList.ToArray();
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// We have not found enemy yet so the distance to enemy is "infinite"
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float shortestDistance = Mathf.Infinity;
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Soldier nearestEnemy = null;
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foreach ( Soldier enemy in enemies)
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{
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// Go through each enemy existing
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// Calculate distance to this enemy
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float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position);
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if (distanceToEnemy < shortestDistance)
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{
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shortestDistance = distanceToEnemy;
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nearestEnemy = enemy;
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}
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}
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if (nearestEnemy != null && shortestDistance <= rangeAttack)
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{
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target = nearestEnemy;
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}
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else
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target = null;
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if (target != null)
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target.ReduceHP(damageAttack);
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return target != null;
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}
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// Update is called once per frame
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void Update()
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{
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//if (target == null) return;
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}
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/* https://www.youtube.com/watch?v=QKhn2kl9_8I 08:54 Soldier attack
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void OnDrawGizmosSelected ()
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{
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}
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*/
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}
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Events;
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public class Soldier : Entity
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{
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private Queue<Action> actions = new Queue<Action>();
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private Queue<Action> interrupts = new Queue<Action>();
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#region Action Queue Items
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abstract class Action // action "template"
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{
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public virtual void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs) { } // called by Soldier when action is supposed to be done
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}
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private class Movement : Action
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{
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public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
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{//TO DO: CALL PROPER FUNCTION TO MOVE
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throw new System.NotImplementedException($"(tick: {tickEventArgs.tickNumber}) Trying to teleport to {soldier.movementDestination}");
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//??tileMap.Teleport(movementDestination)
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}
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}
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private class TryAttack : Action
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{
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public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
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{
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//Debug.LogWarning($"(tick: {tickEventArgs.tickNumber}) Looking for enemy in range");
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if(soldier.TryAttackEnemy())
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soldier.lastAttackTick = tickEventArgs.tickNumber;
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}
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}
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#endregion
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#region Handling Incoming Orders (Interrupts)
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public void HandleMovementOrder(Vector2Int destination)
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{
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movementDestination = destination;
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interrupts.Enqueue(new Movement()); // force soldier to find path to the new destination
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}
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#endregion
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[Header("Soldier Values")]
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[SerializeField] private float rangeAttack = 100;
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[SerializeField] private float rangeView = 1;
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[SerializeField] private float damageAttack = 1;
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[SerializeField] private int speedAttack = 1; // ticks between attacks
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[SerializeField] private int lastAttackTick = -1;
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[Header("References")]
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[Header("Do-not-change-in-game values")]
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[SerializeField] private Entity target;
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[SerializeField] private Team enemyType;
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[SerializeField] private Vector2Int movementDestination = Vector2Int.zero;
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// Start is called before the first frame update
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protected override void Start(){
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base.Start();
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SetEnemyTag();
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}
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|
||||
public void SetEnemyTag()
|
||||
{
|
||||
if(myTeam == Team.Ally) enemyType = Team.Enemy;
|
||||
else enemyType = Team.Ally;
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
TickSystem.OnTick += HandleTick;
|
||||
}
|
||||
|
||||
protected override void Die()
|
||||
{
|
||||
TickSystem.OnTick -= HandleTick;
|
||||
base.Die();
|
||||
}
|
||||
|
||||
private void HandleTick(TickSystem.OnTickEventArgs tickEventArgs)
|
||||
{
|
||||
ref Queue<Action> queueToHandle = ref interrupts;
|
||||
if (interrupts.Count < 1) // if no interrupt actions to do, handle regular queue
|
||||
queueToHandle = actions;
|
||||
|
||||
if(queueToHandle.Count > 0)
|
||||
queueToHandle.Dequeue().Execute(this, tickEventArgs);
|
||||
else
|
||||
{
|
||||
if(lastAttackTick + speedAttack <= tickEventArgs.tickNumber)
|
||||
{
|
||||
queueToHandle.Enqueue(new TryAttack());
|
||||
queueToHandle.Dequeue().Execute(this, tickEventArgs);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool TryAttackEnemy () //returns true if an enemy was attacked
|
||||
{
|
||||
// Enemies are the game objects tagged with the "Enemy"
|
||||
//GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyType);
|
||||
Entity[] soldiers = GameObject.FindObjectsOfType<Entity>();
|
||||
|
||||
List<Entity> enemiesList = new List<Entity>();
|
||||
|
||||
foreach (Entity obj in soldiers)
|
||||
{
|
||||
if (obj.GetOwnTeam() == enemyType)
|
||||
enemiesList.Add(obj);
|
||||
}
|
||||
|
||||
Debug.Log(soldiers.Length);
|
||||
Debug.Log(enemiesList.Count);
|
||||
Entity[] enemies = enemiesList.ToArray();
|
||||
|
||||
// We have not found enemy yet so the distance to enemy is "infinite"
|
||||
float shortestDistance = Mathf.Infinity;
|
||||
Entity nearestEnemy = null;
|
||||
foreach (Entity enemy in enemies)
|
||||
{
|
||||
// Go through each enemy existing
|
||||
// Calculate distance to this enemy
|
||||
float distanceToEnemy = Vector3.Distance(transform.position,
|
||||
enemy.transform.position);
|
||||
if (distanceToEnemy < shortestDistance)
|
||||
{
|
||||
shortestDistance = distanceToEnemy;
|
||||
nearestEnemy = enemy;
|
||||
}
|
||||
}
|
||||
|
||||
if (nearestEnemy != null && shortestDistance <= rangeAttack)
|
||||
{
|
||||
target = nearestEnemy;
|
||||
}
|
||||
else
|
||||
target = null;
|
||||
|
||||
if (target != null)
|
||||
target.ReduceHP(damageAttack);
|
||||
|
||||
return target != null;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//if (target == null) return;
|
||||
}
|
||||
|
||||
/* https://www.youtube.com/watch?v=QKhn2kl9_8I 08:54 Soldier attack
|
||||
void OnDrawGizmosSelected ()
|
||||
{
|
||||
|
||||
}
|
||||
*/
|
||||
}
|
||||
@ -27,7 +27,7 @@ public class SquadManager : MonoBehaviour
|
||||
var soldiers = FindObjectsOfType<Soldier>();
|
||||
foreach(var soldier in soldiers)
|
||||
{
|
||||
if(soldier.GetOwnType() == Soldier.SoldierType.Ally)
|
||||
if(soldier.GetOwnTeam() == Soldier.Team.Ally)
|
||||
{
|
||||
playerSquad.TempAddSoldierToSquad(soldier);
|
||||
}
|
||||
|
||||
@ -14,7 +14,7 @@ public class TilemapManager : MonoBehaviour
|
||||
|
||||
public struct Tile
|
||||
{
|
||||
public Soldier standingSoldier;
|
||||
public Entity standingEntity;
|
||||
}
|
||||
|
||||
[Header("Common Values")]
|
||||
@ -99,16 +99,16 @@ public class TilemapManager : MonoBehaviour
|
||||
return false;
|
||||
|
||||
if (isBase)
|
||||
tiles[x, y].standingSoldier = Instantiate(basePrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
|
||||
if (isBase)
|
||||
tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
|
||||
tiles[x, y].standingEntity = Instantiate(basePrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Base>();
|
||||
else
|
||||
tiles[x, y].standingEntity = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
|
||||
|
||||
if (isAlly)
|
||||
tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Ally);
|
||||
tiles[x, y].standingEntity.SetOwnTeam(Base.Team.Ally);
|
||||
else
|
||||
tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Enemy);
|
||||
tiles[x, y].standingEntity.SetOwnTeam(Base.Team.Enemy);
|
||||
|
||||
if (tiles[x, y].standingSoldier != null)
|
||||
if (tiles[x, y].standingEntity != null)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
@ -119,42 +119,29 @@ public class TilemapManager : MonoBehaviour
|
||||
if (GetTileState(x, y) != TileState.taken)
|
||||
return false;
|
||||
|
||||
Destroy(tiles[x, y].standingSoldier.gameObject);
|
||||
tiles[x, y].standingSoldier = null;
|
||||
Destroy(tiles[x, y].standingEntity.gameObject);
|
||||
tiles[x, y].standingEntity = null;
|
||||
Debug.Log("Despaned a soldier");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public Soldier GetSoldier(int x, int y)
|
||||
public Entity GetSoldier(int x, int y)
|
||||
{
|
||||
if (GetTileState(x, y) != TileState.taken)
|
||||
return null;
|
||||
|
||||
return tiles[x,y].standingSoldier;
|
||||
return tiles[x,y].standingEntity;
|
||||
}
|
||||
|
||||
public Soldier[] GetAllSoldiers()
|
||||
{
|
||||
List<Soldier> list = new List<Soldier>();
|
||||
|
||||
foreach (Tile obj in tiles)
|
||||
{
|
||||
if (obj.standingSoldier != null)
|
||||
list.Add(obj.standingSoldier);
|
||||
}
|
||||
|
||||
return list.ToArray();
|
||||
}
|
||||
|
||||
public bool MoveSoldier(int x1, int y1, int x2, int y2)
|
||||
public bool MoveEntity(int x1, int y1, int x2, int y2) // old MoveSoldier
|
||||
{
|
||||
if (GetTileState(x1, y1) == TileState.taken && GetTileState(x2, y2) == TileState.free)
|
||||
{
|
||||
tiles[x2, y2].standingSoldier = tiles[x1, y1].standingSoldier;
|
||||
tiles[x1, y1].standingSoldier = null;
|
||||
tiles[x2, y2].standingEntity = tiles[x1, y1].standingEntity;
|
||||
tiles[x1, y1].standingEntity = null;
|
||||
|
||||
tiles[x2, y2].standingSoldier.transform.position = tilemap.CellToWorld(new Vector3Int(x2, y2, 0));
|
||||
tiles[x2, y2].standingEntity.transform.position = tilemap.CellToWorld(new Vector3Int(x2, y2, 0)) + WORLD_SPACE_OFFSET;
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -169,7 +156,7 @@ public class TilemapManager : MonoBehaviour
|
||||
if (x < 0 || y < 0 || x >= mapSize.x || y >= mapSize.y)
|
||||
return TileState.outOfBounds;
|
||||
|
||||
if (tiles[x, y].standingSoldier == null)
|
||||
if (tiles[x, y].standingEntity == null)
|
||||
return TileState.free;
|
||||
|
||||
return TileState.taken;
|
||||
|
||||
Loading…
Reference in New Issue
Block a user