using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.Events; public class Soldier : Base { private Queue actions = new Queue(); private Queue interrupts = new Queue(); #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 onDeath = new UnityEvent(); // 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 OnDestroy() { base.OnDestroy(); TickSystem.OnTick -= HandleTick; onDeath.Invoke(); } private void HandleTick(TickSystem.OnTickEventArgs tickEventArgs) { ref Queue 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(); List enemiesList = new List(); 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 () { } */ }