Cleanup Soldiers and Bases (make Entity base class)

This commit is contained in:
Gabriel Ksawery Skowron-Rodriguez 2022-05-23 14:04:53 +02:00
parent 4ff01692aa
commit 42452e6e64
11 changed files with 306 additions and 293 deletions

View File

@ -78,22 +78,22 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d34caf35d0ce610f8bc87cf815ba1915, type: 3}
m_Name:
m_EditorClassIdentifier:
myTeam: 0
maxHealthPoints: 100
healthPoints: 100
rangeAttack: 3
rangeView: 1
damageAttack: 1
speedAttack: 2
lastAttackTick: -1
nameText: {fileID: 6838251604148675782}
healthPointsText: {fileID: 8012357605284019061}
target: {fileID: 0}
enemyType: 0
ourType: 0
movementDestination: {x: 0, y: 0}
onDeath:
OnDeath:
m_PersistentCalls:
m_Calls: []
rangeAttack: 3
rangeView: 1
damageAttack: 25
speedAttack: 2
lastAttackTick: -1
target: {fileID: 0}
enemyType: 0
movementDestination: {x: 0, y: 0}
--- !u!1 &1997457243244158843
GameObject:
m_ObjectHideFlags: 0
@ -358,12 +358,12 @@ MonoBehaviour:
m_margin: {x: 0, y: 0, z: 0, w: 0}
m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0
m_hasFontAssetChanged: 0
m_renderer: {fileID: 1498494949006888735}
m_maskType: 0
_SortingLayer: 0
_SortingLayerID: 0
_SortingOrder: 0
m_hasFontAssetChanged: 0
m_renderer: {fileID: 1498494949006888735}
m_maskType: 0
--- !u!1 &2062275012809416088
GameObject:
m_ObjectHideFlags: 0
@ -530,9 +530,9 @@ MonoBehaviour:
m_margin: {x: 0, y: 0, z: 0, w: 0}
m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0
m_hasFontAssetChanged: 0
m_renderer: {fileID: 4083783489867894370}
m_maskType: 0
_SortingLayer: 0
_SortingLayerID: 0
_SortingOrder: 0
m_hasFontAssetChanged: 0
m_renderer: {fileID: 4083783489867894370}
m_maskType: 0

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@ -156,16 +156,15 @@ MonoBehaviour:
WORLD_SPACE_OFFSET: {x: 0.5, y: 1, z: 0.5}
allyBaseCoord: {x: 0, y: 0}
soldierStartingPositions:
- {x: 0, y: 0}
- {x: 1, y: 0}
- {x: 1, y: 2}
enemyBaseCoord: {x: 0, y: 0}
enemyStartingPositions:
- {x: 2, y: 0}
- {x: 9, y: 5}
tilemap: {fileID: 1853262998}
soldierPrefab: {fileID: 403095692180922766, guid: a87b1aa46b0ed3e0fba621e11dd4f1e2,
type: 3}
basePrefab: {fileID: 6141901885681798073, guid: e79038bbfa9535f45be1d0f0ae0626ce,
basePrefab: {fileID: 403095692180922766, guid: cff761b70fcb1dc55bfd414849823b2e,
type: 3}
--- !u!4 &282616949
Transform:

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 2e5f405b6facc6e47a0297f2be93eae4
folderAsset: yes
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userData:
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@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class Base : Entity
{
}

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@ -1,73 +1,86 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class Base : MonoBehaviour
{
public enum SoldierType
{
Ally,
Enemy
}
[SerializeField] protected SoldierType ourType;
[SerializeField] private float maxHealthPoints = 100;
[SerializeField] private float healthPoints = 100;
[SerializeField] private TMP_Text nameText = null;
[SerializeField] private TMP_Text healthPointsText = null;
public SoldierType TempGetOwnType()
{
return ourType;
}
// Start is called before the first frame update
protected void Start(){
healthPoints = maxHealthPoints; // initialize health
UpdateHPDisplay();
Debug.Log("Base: " + ourType.ToString() + " has appeared", gameObject);
switch (ourType)
{
case SoldierType.Ally:
nameText.text = "Ally";
nameText.color = Color.blue;
break;
case SoldierType.Enemy:
nameText.text = "Enemy";
nameText.color = Color.red;
break;
default:
nameText.text = "how did we get here (forever)";
nameText.color = new Color(255, 192, 203);
break;
}
}
public void setOwnTag(SoldierType type)
{
ourType = type;
}
protected void OnDestroy()
{
Debug.Log("Soldier: " + ourType.ToString() + " has died", gameObject);
}
protected void ReduceHP(float damage)
{
healthPoints -= damage;
if (healthPoints <= 0)
Destroy(gameObject);
UpdateHPDisplay();
Debug.Log("I took damage, my HP is now: " + healthPoints + " noooo!!!!", gameObject);
}
protected void UpdateHPDisplay()
{
healthPointsText.text = healthPoints.ToString() + "/" + maxHealthPoints.ToString();
}
}
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
public class Entity : MonoBehaviour
{
public enum Team
{
Ally,
Enemy
}
[Header("Values")]
[SerializeField] protected Team myTeam;
[SerializeField] protected float maxHealthPoints = 100;
[SerializeField] protected float healthPoints = 100;
[SerializeField] protected TMP_Text nameText = null;
[SerializeField] protected TMP_Text healthPointsText = null;
[HideInInspector] public UnityEvent<Entity> OnDeath = new UnityEvent<Entity>();
public Team GetOwnTeam()
{
return myTeam;
}
// Start is called before the first frame update
protected virtual void Start(){
healthPoints = maxHealthPoints; // initialize health
UpdateHPDisplay();
Debug.Log("Entity: " + myTeam.ToString() + " has appeared", gameObject);
switch (myTeam)
{
case Team.Ally:
nameText.text = "Ally";
nameText.color = Color.blue;
break;
case Team.Enemy:
nameText.text = "Enemy";
nameText.color = Color.red;
break;
default:
nameText.text = "how did we get here (forever)";
nameText.color = new Color(255, 192, 203);
break;
}
}
public void SetOwnTeam(Team type)
{
myTeam = type;
}
public void ReduceHP(float damage)
{
healthPoints -= damage;
if (healthPoints <= 0)
Destroy(gameObject);
UpdateHPDisplay();
Debug.Log("I took damage, my HP is now: " + healthPoints + " noooo!!!!", gameObject);
}
protected virtual void Die()
{
OnDeath.Invoke(this);
Destroy(gameObject);
}
private void OnDestroy()
{
Debug.Log("Soldier: " + myTeam.ToString() + " has died", gameObject);
}
protected void UpdateHPDisplay()
{
healthPointsText.text = healthPoints.ToString() + "/" + maxHealthPoints.ToString();
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d77d5669fae0f57499970c2aed5af02b
MonoImporter:
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serializedVersion: 2
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@ -1,171 +1,157 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
public class Soldier : Base
{
private Queue<Action> actions = new Queue<Action>();
private Queue<Action> interrupts = new Queue<Action>();
#region Action Queue Items
abstract class Action // action "template"
{
public virtual void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs) { } // called by Soldier when action is supposed to be done
}
private class Movement : Action
{
public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
{//TO DO: CALL PROPER FUNCTION TO MOVE
throw new System.NotImplementedException($"(tick: {tickEventArgs.tickNumber}) Trying to teleport to {soldier.movementDestination}");
//??tileMap.Teleport(movementDestination)
}
}
private class TryAttack : Action
{
public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
{
//Debug.LogWarning($"(tick: {tickEventArgs.tickNumber}) Looking for enemy in range");
if(soldier.TryAttackEnemy())
soldier.lastAttackTick = tickEventArgs.tickNumber;
}
}
#endregion
#region Handling Incoming Orders (Interrupts)
public void HandleMovementOrder(Vector2Int destination)
{
movementDestination = destination;
interrupts.Enqueue(new Movement()); // force soldier to find path to the new destination
}
#endregion
[Header("Values")]
[SerializeField] private float rangeAttack = 100;
[SerializeField] private float rangeView = 1;
[SerializeField] private float damageAttack = 1;
[SerializeField] private int speedAttack = 1; // ticks between attacks
[SerializeField] private int lastAttackTick = -1;
[Header("References")]
[Header("Do-not-change-in-game values")]
[SerializeField] private Soldier target;
[SerializeField] private SoldierType enemyType;
[SerializeField] private Vector2Int movementDestination = Vector2Int.zero;
// variables not visible in inspector
[HideInInspector] public UnityEvent<Soldier> onDeath = new UnityEvent<Soldier>();
public SoldierType GetOwnType()
{
return ourType;
}
// Start is called before the first frame update
void Start(){
base.Start();
setEnemyTag();
}
public void setEnemyTag()
{
if(ourType == SoldierType.Ally) enemyType = SoldierType.Enemy;
else enemyType = SoldierType.Ally;
}
void Awake()
{
TickSystem.OnTick += HandleTick;
}
private void Die()
{
TickSystem.OnTick -= HandleTick;
onDeath.Invoke(this);
Destroy(gameObject);
}
private void OnDestroy()
{
Debug.Log("Soldier: " + ourType.ToString() + " has died", gameObject);
}
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);
Soldier[] soldiers = GameObject.FindObjectsOfType<Soldier>();
List<Soldier> enemiesList = new List<Soldier>();
foreach (Soldier obj in soldiers)
{
if (obj.ourType == enemyType)
enemiesList.Add(obj);
}
Soldier[] enemies = enemiesList.ToArray();
// We have not found enemy yet so the distance to enemy is "infinite"
float shortestDistance = Mathf.Infinity;
Soldier nearestEnemy = null;
foreach ( Soldier 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 ()
{
}
*/
}
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
public class Soldier : Entity
{
private Queue<Action> actions = new Queue<Action>();
private Queue<Action> interrupts = new Queue<Action>();
#region Action Queue Items
abstract class Action // action "template"
{
public virtual void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs) { } // called by Soldier when action is supposed to be done
}
private class Movement : Action
{
public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
{//TO DO: CALL PROPER FUNCTION TO MOVE
throw new System.NotImplementedException($"(tick: {tickEventArgs.tickNumber}) Trying to teleport to {soldier.movementDestination}");
//??tileMap.Teleport(movementDestination)
}
}
private class TryAttack : Action
{
public override void Execute(Soldier soldier, TickSystem.OnTickEventArgs tickEventArgs)
{
//Debug.LogWarning($"(tick: {tickEventArgs.tickNumber}) Looking for enemy in range");
if(soldier.TryAttackEnemy())
soldier.lastAttackTick = tickEventArgs.tickNumber;
}
}
#endregion
#region Handling Incoming Orders (Interrupts)
public void HandleMovementOrder(Vector2Int destination)
{
movementDestination = destination;
interrupts.Enqueue(new Movement()); // force soldier to find path to the new destination
}
#endregion
[Header("Soldier Values")]
[SerializeField] private float rangeAttack = 100;
[SerializeField] private float rangeView = 1;
[SerializeField] private float damageAttack = 1;
[SerializeField] private int speedAttack = 1; // ticks between attacks
[SerializeField] private int lastAttackTick = -1;
[Header("References")]
[Header("Do-not-change-in-game values")]
[SerializeField] private Entity target;
[SerializeField] private Team enemyType;
[SerializeField] private Vector2Int movementDestination = Vector2Int.zero;
// Start is called before the first frame update
protected override void Start(){
base.Start();
SetEnemyTag();
}
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 ()
{
}
*/
}

View File

@ -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);
}

View File

@ -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;