Merge branch 'Development' into SpartaqS-AddingSoldiersToSquad

This commit is contained in:
Gabriel Ksawery Skowron-Rodriguez 2022-05-23 13:00:02 +02:00
commit 81cb9f5489
2 changed files with 28 additions and 7 deletions

View File

@ -24,16 +24,19 @@ public class TilemapManager : MonoBehaviour
[Header("Soldiers values")]
[SerializeField] private Vector2Int allyBaseCoord = Vector2Int.zero;
[SerializeField] private Vector2Int[] soldierStartingPositions = null;
[Header("Enemies values")]
[SerializeField] private Vector2Int enemyBaseCoord = Vector2Int.zero;
[SerializeField] private Vector2Int[] enemyStartingPositions = null;
[Header("References")]
[SerializeField] private Tilemap tilemap = null;
[SerializeField] private GameObject soldierPrefab = null;
[SerializeField] private GameObject basePrefab = null;
// private (do not edit) variables
@ -50,6 +53,11 @@ public class TilemapManager : MonoBehaviour
private void Start()
{
//spawn bases
SpawnSoldier(allyBaseCoord.x, allyBaseCoord.y, true, true);
SpawnSoldier(enemyBaseCoord.x, enemyBaseCoord.y, false, true);
//spawn soldiers
foreach (Vector2Int vec in soldierStartingPositions)
SpawnSoldier(vec.x, vec.y, true);
foreach (Vector2Int vec in enemyStartingPositions)
@ -85,12 +93,15 @@ public class TilemapManager : MonoBehaviour
// ---------- public functions
public bool SpawnSoldier(int x, int y, bool isAlly)
public bool SpawnSoldier(int x, int y, bool isAlly, bool isBase=false)
{
if (GetTileState(x, y) != TileState.free)
return false;
tiles[x, y].standingSoldier = Instantiate(soldierPrefab, tilemap.CellToWorld(new Vector3Int(x, y, 0)) + WORLD_SPACE_OFFSET, Quaternion.identity).GetComponent<Soldier>();
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>();
if (isAlly)
tiles[x, y].standingSoldier.setOwnTag(Soldier.SoldierType.Ally);

View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
public class Soldier : MonoBehaviour
{
@ -43,10 +44,8 @@ public class Soldier : MonoBehaviour
{
Ally,
Enemy
}
[SerializeField] private Soldier target;
[SerializeField] private SoldierType enemyType;
[SerializeField] private SoldierType ourType;
}
[Header("Values")]
[SerializeField] private float maxHealthPoints = 10;
[SerializeField] private float healthPoints = 1;
[SerializeField] private float rangeAttack = 100;
@ -54,12 +53,22 @@ public class Soldier : MonoBehaviour
[SerializeField] private float damageAttack = 1;
[SerializeField] private int speedAttack = 1; // ticks between attacks
[SerializeField] private int lastAttackTick = -1;
[Header("References")]
[SerializeField] private TMP_Text nameText = null;
[SerializeField] private TMP_Text healthPointsText = null;
[Header("Do-not-change-in-game values")]
[SerializeField] private Soldier target;
[SerializeField] private SoldierType enemyType;
[SerializeField] private SoldierType ourType;
[SerializeField] private Vector2Int movementDestination = Vector2Int.zero;
// variables not visible in inspector
[HideInInspector] public UnityEvent onDeath = new UnityEvent();
public SoldierType GetOwnType()
{
return ourType;
@ -109,6 +118,7 @@ public class Soldier : MonoBehaviour
private void OnDestroy()
{
TickSystem.OnTick -= HandleTick;
onDeath.Invoke();
Debug.Log("Soldier: " + ourType.ToString() + " has died", gameObject);
}