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

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@ -78,22 +78,22 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d34caf35d0ce610f8bc87cf815ba1915, type: 3} m_Script: {fileID: 11500000, guid: d34caf35d0ce610f8bc87cf815ba1915, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
myTeam: 0
maxHealthPoints: 100 maxHealthPoints: 100
healthPoints: 100 healthPoints: 100
rangeAttack: 3
rangeView: 1
damageAttack: 1
speedAttack: 2
lastAttackTick: -1
nameText: {fileID: 6838251604148675782} nameText: {fileID: 6838251604148675782}
healthPointsText: {fileID: 8012357605284019061} healthPointsText: {fileID: 8012357605284019061}
target: {fileID: 0} OnDeath:
enemyType: 0
ourType: 0
movementDestination: {x: 0, y: 0}
onDeath:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] 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 --- !u!1 &1997457243244158843
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -358,12 +358,12 @@ MonoBehaviour:
m_margin: {x: 0, y: 0, z: 0, w: 0} m_margin: {x: 0, y: 0, z: 0, w: 0}
m_isUsingLegacyAnimationComponent: 0 m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0 m_isVolumetricText: 0
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m_renderer: {fileID: 1498494949006888735}
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m_renderer: {fileID: 1498494949006888735}
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--- !u!1 &2062275012809416088 --- !u!1 &2062275012809416088
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -530,9 +530,9 @@ MonoBehaviour:
m_margin: {x: 0, y: 0, z: 0, w: 0} m_margin: {x: 0, y: 0, z: 0, w: 0}
m_isUsingLegacyAnimationComponent: 0 m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0 m_isVolumetricText: 0
m_hasFontAssetChanged: 0
m_renderer: {fileID: 4083783489867894370}
m_maskType: 0
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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} WORLD_SPACE_OFFSET: {x: 0.5, y: 1, z: 0.5}
allyBaseCoord: {x: 0, y: 0} allyBaseCoord: {x: 0, y: 0}
soldierStartingPositions: soldierStartingPositions:
- {x: 0, y: 0} - {x: 1, y: 0}
- {x: 1, y: 2} - {x: 1, y: 2}
enemyBaseCoord: {x: 0, y: 0} enemyBaseCoord: {x: 0, y: 0}
enemyStartingPositions: enemyStartingPositions:
- {x: 2, y: 0} - {x: 2, y: 0}
- {x: 9, y: 5}
tilemap: {fileID: 1853262998} tilemap: {fileID: 1853262998}
soldierPrefab: {fileID: 403095692180922766, guid: a87b1aa46b0ed3e0fba621e11dd4f1e2, soldierPrefab: {fileID: 403095692180922766, guid: a87b1aa46b0ed3e0fba621e11dd4f1e2,
type: 3} type: 3}
basePrefab: {fileID: 6141901885681798073, guid: e79038bbfa9535f45be1d0f0ae0626ce, basePrefab: {fileID: 403095692180922766, guid: cff761b70fcb1dc55bfd414849823b2e,
type: 3} type: 3}
--- !u!4 &282616949 --- !u!4 &282616949
Transform: Transform:

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@ -0,0 +1,8 @@
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@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class Base : Entity
{
}

View File

@ -2,40 +2,45 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.Events;
public class Base : MonoBehaviour public class Entity : MonoBehaviour
{ {
public enum SoldierType public enum Team
{ {
Ally, Ally,
Enemy Enemy
} }
[SerializeField] protected SoldierType ourType; [Header("Values")]
[SerializeField] private float maxHealthPoints = 100; [SerializeField] protected Team myTeam;
[SerializeField] private float healthPoints = 100; [SerializeField] protected float maxHealthPoints = 100;
[SerializeField] protected float healthPoints = 100;
[SerializeField] private TMP_Text nameText = null; [SerializeField] protected TMP_Text nameText = null;
[SerializeField] private TMP_Text healthPointsText = null; [SerializeField] protected TMP_Text healthPointsText = null;
public SoldierType TempGetOwnType() [HideInInspector] public UnityEvent<Entity> OnDeath = new UnityEvent<Entity>();
public Team GetOwnTeam()
{ {
return ourType; return myTeam;
} }
// Start is called before the first frame update // Start is called before the first frame update
protected void Start(){ protected virtual void Start(){
healthPoints = maxHealthPoints; // initialize health healthPoints = maxHealthPoints; // initialize health
UpdateHPDisplay(); UpdateHPDisplay();
Debug.Log("Base: " + ourType.ToString() + " has appeared", gameObject); Debug.Log("Entity: " + myTeam.ToString() + " has appeared", gameObject);
switch (ourType) switch (myTeam)
{ {
case SoldierType.Ally: case Team.Ally:
nameText.text = "Ally"; nameText.text = "Ally";
nameText.color = Color.blue; nameText.color = Color.blue;
break; break;
case SoldierType.Enemy: case Team.Enemy:
nameText.text = "Enemy"; nameText.text = "Enemy";
nameText.color = Color.red; nameText.color = Color.red;
break; break;
@ -46,16 +51,12 @@ public class Base : MonoBehaviour
} }
} }
public void setOwnTag(SoldierType type) public void SetOwnTeam(Team type)
{ {
ourType = type; myTeam = type;
} }
protected void OnDestroy() public void ReduceHP(float damage)
{
Debug.Log("Soldier: " + ourType.ToString() + " has died", gameObject);
}
protected void ReduceHP(float damage)
{ {
healthPoints -= damage; healthPoints -= damage;
@ -66,6 +67,18 @@ public class Base : MonoBehaviour
Debug.Log("I took damage, my HP is now: " + healthPoints + " noooo!!!!", gameObject); 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() protected void UpdateHPDisplay()
{ {
healthPointsText.text = healthPoints.ToString() + "/" + maxHealthPoints.ToString(); healthPointsText.text = healthPoints.ToString() + "/" + maxHealthPoints.ToString();

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@ -0,0 +1,11 @@
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@ -4,7 +4,7 @@ using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
public class Soldier : Base public class Soldier : Entity
{ {
private Queue<Action> actions = new Queue<Action>(); private Queue<Action> actions = new Queue<Action>();
private Queue<Action> interrupts = new Queue<Action>(); private Queue<Action> interrupts = new Queue<Action>();
@ -41,7 +41,7 @@ public class Soldier : Base
} }
#endregion #endregion
[Header("Values")] [Header("Soldier Values")]
[SerializeField] private float rangeAttack = 100; [SerializeField] private float rangeAttack = 100;
[SerializeField] private float rangeView = 1; [SerializeField] private float rangeView = 1;
[SerializeField] private float damageAttack = 1; [SerializeField] private float damageAttack = 1;
@ -49,32 +49,21 @@ public class Soldier : Base
[SerializeField] private int lastAttackTick = -1; [SerializeField] private int lastAttackTick = -1;
[Header("References")] [Header("References")]
[Header("Do-not-change-in-game values")] [Header("Do-not-change-in-game values")]
[SerializeField] private Soldier target; [SerializeField] private Entity target;
[SerializeField] private SoldierType enemyType; [SerializeField] private Team enemyType;
[SerializeField] private Vector2Int movementDestination = Vector2Int.zero; [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 // Start is called before the first frame update
void Start(){ protected override void Start(){
base.Start(); base.Start();
setEnemyTag(); SetEnemyTag();
} }
public void setEnemyTag() public void SetEnemyTag()
{ {
if(ourType == SoldierType.Ally) enemyType = SoldierType.Enemy; if(myTeam == Team.Ally) enemyType = Team.Enemy;
else enemyType = SoldierType.Ally; else enemyType = Team.Ally;
} }
void Awake() void Awake()
@ -82,16 +71,10 @@ public class Soldier : Base
TickSystem.OnTick += HandleTick; TickSystem.OnTick += HandleTick;
} }
private void Die() protected override void Die()
{ {
TickSystem.OnTick -= HandleTick; TickSystem.OnTick -= HandleTick;
onDeath.Invoke(this); base.Die();
Destroy(gameObject);
}
private void OnDestroy()
{
Debug.Log("Soldier: " + ourType.ToString() + " has died", gameObject);
} }
private void HandleTick(TickSystem.OnTickEventArgs tickEventArgs) private void HandleTick(TickSystem.OnTickEventArgs tickEventArgs)
@ -116,26 +99,29 @@ public class Soldier : Base
{ {
// Enemies are the game objects tagged with the "Enemy" // Enemies are the game objects tagged with the "Enemy"
//GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyType); //GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyType);
Soldier[] soldiers = GameObject.FindObjectsOfType<Soldier>(); Entity[] soldiers = GameObject.FindObjectsOfType<Entity>();
List<Soldier> enemiesList = new List<Soldier>(); List<Entity> enemiesList = new List<Entity>();
foreach (Soldier obj in soldiers) foreach (Entity obj in soldiers)
{ {
if (obj.ourType == enemyType) if (obj.GetOwnTeam() == enemyType)
enemiesList.Add(obj); enemiesList.Add(obj);
} }
Soldier[] enemies = enemiesList.ToArray(); 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" // We have not found enemy yet so the distance to enemy is "infinite"
float shortestDistance = Mathf.Infinity; float shortestDistance = Mathf.Infinity;
Soldier nearestEnemy = null; Entity nearestEnemy = null;
foreach ( Soldier enemy in enemies) foreach (Entity enemy in enemies)
{ {
// Go through each enemy existing // Go through each enemy existing
// Calculate distance to this enemy // Calculate distance to this enemy
float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position); float distanceToEnemy = Vector3.Distance(transform.position,
enemy.transform.position);
if (distanceToEnemy < shortestDistance) if (distanceToEnemy < shortestDistance)
{ {
shortestDistance = distanceToEnemy; shortestDistance = distanceToEnemy;

View File

@ -27,7 +27,7 @@ public class SquadManager : MonoBehaviour
var soldiers = FindObjectsOfType<Soldier>(); var soldiers = FindObjectsOfType<Soldier>();
foreach(var soldier in soldiers) foreach(var soldier in soldiers)
{ {
if(soldier.GetOwnType() == Soldier.SoldierType.Ally) if(soldier.GetOwnTeam() == Soldier.Team.Ally)
{ {
playerSquad.TempAddSoldierToSquad(soldier); playerSquad.TempAddSoldierToSquad(soldier);
} }

View File

@ -14,7 +14,7 @@ public class TilemapManager : MonoBehaviour
public struct Tile public struct Tile
{ {
public Soldier standingSoldier; public Entity standingEntity;
} }
[Header("Common Values")] [Header("Common Values")]
@ -99,16 +99,16 @@ public class TilemapManager : MonoBehaviour
return false; return false;
if (isBase) if (isBase)
tiles[x, y].standingSoldier = Instantiate(basePrefab, 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>();
if (isBase) else
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(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
if (isAlly) if (isAlly)
tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Ally); tiles[x, y].standingEntity.SetOwnTeam(Base.Team.Ally);
else 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 true;
return false; return false;
@ -119,42 +119,29 @@ public class TilemapManager : MonoBehaviour
if (GetTileState(x, y) != TileState.taken) if (GetTileState(x, y) != TileState.taken)
return false; return false;
Destroy(tiles[x, y].standingSoldier.gameObject); Destroy(tiles[x, y].standingEntity.gameObject);
tiles[x, y].standingSoldier = null; tiles[x, y].standingEntity = null;
Debug.Log("Despaned a soldier"); Debug.Log("Despaned a soldier");
return true; return true;
} }
public Soldier GetSoldier(int x, int y) public Entity GetSoldier(int x, int y)
{ {
if (GetTileState(x, y) != TileState.taken) if (GetTileState(x, y) != TileState.taken)
return null; return null;
return tiles[x,y].standingSoldier; return tiles[x,y].standingEntity;
} }
public Soldier[] GetAllSoldiers() public bool MoveEntity(int x1, int y1, int x2, int y2) // old MoveSoldier
{
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)
{ {
if (GetTileState(x1, y1) == TileState.taken && GetTileState(x2, y2) == TileState.free) if (GetTileState(x1, y1) == TileState.taken && GetTileState(x2, y2) == TileState.free)
{ {
tiles[x2, y2].standingSoldier = tiles[x1, y1].standingSoldier; tiles[x2, y2].standingEntity = tiles[x1, y1].standingEntity;
tiles[x1, y1].standingSoldier = null; 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; return true;
} }
@ -169,7 +156,7 @@ public class TilemapManager : MonoBehaviour
if (x < 0 || y < 0 || x >= mapSize.x || y >= mapSize.y) if (x < 0 || y < 0 || x >= mapSize.x || y >= mapSize.y)
return TileState.outOfBounds; return TileState.outOfBounds;
if (tiles[x, y].standingSoldier == null) if (tiles[x, y].standingEntity == null)
return TileState.free; return TileState.free;
return TileState.taken; return TileState.taken;