Modified build speed. Modified AI(distant attack, bonus collection)
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52
Assets/CameraSizeController.cs
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public TileOwner trackingPlayer = TileOwner.Ariost;
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UpdateCamSize();
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if (player.ownerIndex != trackingPlayer)
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|
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|
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int playerTilesNumber = TileManagment.charTiles[(int)trackingPlayer].Count;
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@ -14,16 +14,21 @@ public class AI_BotController : MonoBehaviour
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public float attackTime = 2f;
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public float updateBehaviourIn = 1f;
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public float neutralCapDistance = 6f;
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private ActionTriggerSystem _actionTriggerSystem;
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private PlayerBonusController _playerBonuses;
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private BonusSpawner _bonusController;
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//private PlayerActionManager _actionManager;
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//private Attack _attack;
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@ -39,7 +44,8 @@ public class AI_BotController : MonoBehaviour
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_playerState = GetComponent<PlayerState>();
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_attackEnergyController = GetComponent<AttackEnergyController>();
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_actionTriggerSystem = GetComponent<ActionTriggerSystem>();
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{
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@ -144,8 +150,12 @@ public class AI_BotController : MonoBehaviour
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{
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Debug.Log("CheckState");
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BotState newBotState;
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if (IsEnemyEnabledForAttack())
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if (IsBonusDetected())
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{
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newBotState = BotState.CollectingBonus;
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Debug.Log("CollectBonus");
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}
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else if(IsEnemyEnabledForAttack())
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{
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newBotState = BotState.Attack;
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}
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@ -162,6 +172,31 @@ public class AI_BotController : MonoBehaviour
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SetBehaviour(newBotState);
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}
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private bool IsBonusDetected()
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{
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//Debug.Log("Detect bonus");
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if (botState == BotState.CollectingBonus)
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{
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return false;
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}
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foreach (var bonusObj in _bonusController.activeBonuses)
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{
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if (!_playerBonuses.CanTakeBonus(bonusObj.bonus.bonusType) || bonusObj ==null)
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{
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//Debug.Log("Can`t take or bonus doesn`t exists");
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continue;
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}
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if (Vector3.Distance(bonusObj.transform.position, _playerState.currentTile.tilePosition) < bonusDetectDistance)
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{
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//Debug.Log("All good");
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_currentTargetTile = TileManagment.GetTile(bonusObj.transform.position);
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return true;
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}
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}
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return false;
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}
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private bool SetNewBotState(BotState newState)
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{
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if (botState != newState)
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@ -176,6 +211,35 @@ public class AI_BotController : MonoBehaviour
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}
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private bool IsEnemyEnabledForAttack()
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{
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if (isAttackedOnce)
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return false;
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if (botState != BotState.Attack && _attackEnergyController.IsReady())
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{
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foreach (PlayerState enemy in _playerState.enemies)
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{
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if (!enemy.gameObject.activeSelf)
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{
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continue;
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}
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foreach (var dir in TileManagment.basicDirections)
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{
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for (int i = 1; i <= attackPlayerDistance; i++)
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{
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TileInfo checkTile = TileManagment.GetTile(_playerState.currentTile.tilePosition, dir, i);
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if (enemy.currentTile == checkTile)
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{
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_currentEnemy = enemy;
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return true;
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}
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}
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}
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}
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}
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return false;
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/*private bool IsEnemyEnabledForAttack()
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{
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if (isAttackedOnce)
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return false;
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@ -196,7 +260,7 @@ public class AI_BotController : MonoBehaviour
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}
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}
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return false;
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}
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}*/
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private bool IsEnemyCloseOrRude()
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{
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@ -216,7 +280,7 @@ public class AI_BotController : MonoBehaviour
|
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return true;
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}
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float distanceToEnemy = Vector3.Distance(enemy.currentTile.tilePosition, _playerState.currentTile.tilePosition);
|
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if (distanceToEnemy < detectPlayerDistance) //if enemy is close enough to us we starting to chase him fo some time
|
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if (distanceToEnemy < detectDistance) //if enemy is close enough to us we starting to chase him fo some time
|
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{
|
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_currentEnemy = enemy;
|
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StartCoroutine(CalmDown(agressiveTime));
|
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@ -241,9 +305,14 @@ public class AI_BotController : MonoBehaviour
|
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case BotState.Attack:
|
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AttackEnemy(_currentEnemy);
|
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break;
|
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case BotState.CollectingBonus:
|
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MoveToBonus(_currentTargetTile);
|
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break;
|
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}
|
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}
|
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|
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private void Move(TileInfo tile)
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{
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if (_currentFollowingPath.Count > 0 && tile!=null)
|
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@ -254,11 +323,19 @@ public class AI_BotController : MonoBehaviour
|
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}
|
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}
|
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|
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private void MoveToBonus(TileInfo currentTarget)
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{
|
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bool isPathExists = RecalculatePath(_playerState.currentTile, currentTarget);
|
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if (!isPathExists)
|
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{
|
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StartPatrolBehaviour();
|
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}
|
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MoveAlongPath();
|
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}
|
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|
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private void AttackEnemy(PlayerState currentEnemy)
|
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{
|
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if (currentEnemy && Vector3.Distance(currentEnemy.transform.position, transform.position) < 1.1f * TileManagment.tileOffset)
|
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/*if (currentEnemy && Vector3.Distance(currentEnemy.transform.position, transform.position) < 1.1f * TileManagment.tileOffset)
|
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{
|
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//Debug.Log("startAttack");
|
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//isAttackedOnce = true;
|
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@ -266,7 +343,12 @@ public class AI_BotController : MonoBehaviour
|
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_currentFollowingPath.Clear();
|
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_actionTriggerSystem.TriggerAction(currentEnemy.currentTile, _playerState.defaultAction);
|
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StartPatrolBehaviour();
|
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}
|
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}*/
|
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|
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leftInput = Vector2.zero;
|
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_currentFollowingPath.Clear();
|
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_actionTriggerSystem.TriggerAction(currentEnemy.currentTile, _playerState.defaultAction);
|
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StartPatrolBehaviour();
|
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}
|
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|
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private void MoveToEnemy(PlayerState currentEnemy)
|
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@ -356,5 +438,6 @@ public enum BotState
|
||||
Patrol,
|
||||
Agressive,
|
||||
Attack,
|
||||
CollectingBonus,
|
||||
Dead
|
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}
|
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|
@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
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public class BonusObject : MonoBehaviour
|
||||
{
|
||||
@ -9,6 +10,8 @@ public class BonusObject : MonoBehaviour
|
||||
|
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public float aliveTime = 8f;
|
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|
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public Action<BonusObject> OnDestroy;
|
||||
|
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private float spawnTime;
|
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|
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private void Start()
|
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@ -22,6 +25,7 @@ public class BonusObject : MonoBehaviour
|
||||
{
|
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var tile = TileManagment.GetTile(transform.position);
|
||||
tile.canBuildHere = true;
|
||||
OnDestroy?.Invoke(this);
|
||||
Destroy(gameObject);
|
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}
|
||||
}
|
||||
|
@ -44,33 +44,22 @@ public class PlayerBonusController : MonoBehaviour
|
||||
|
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public bool AddBonusToPlayer(Bonus bonus)
|
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{
|
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if (bonus.bonusType == BonusType.Attack)
|
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if (!CanTakeBonus(bonus.bonusType))
|
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{
|
||||
if (attackBonuses.Count < maxBonusCount)
|
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{
|
||||
return false;
|
||||
}
|
||||
switch (bonus.bonusType)
|
||||
{
|
||||
case BonusType.Attack:
|
||||
attackBonuses.Add(bonus);
|
||||
OnBonusesChanged?.Invoke();
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (protectBonuses.Count < maxBonusCount)
|
||||
{
|
||||
case BonusType.Defend:
|
||||
protectBonuses.Add(bonus);
|
||||
OnBonusesChanged?.Invoke();
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public void RemoveBonus(Bonus bonus)
|
||||
@ -102,4 +91,23 @@ public class PlayerBonusController : MonoBehaviour
|
||||
_playerState.SetCurrentAction(currentSelectedBonus.bonusAction);
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanTakeBonus(BonusType type)
|
||||
{
|
||||
if (type == BonusType.Attack)
|
||||
{
|
||||
if (attackBonuses.Count < maxBonusCount)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (protectBonuses.Count < maxBonusCount)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
@ -6,10 +6,15 @@ public class BonusSpawner : MonoBehaviour
|
||||
{
|
||||
public float minBonusSpawnTime = 5f, maxBonusSpwnTime = 20f;
|
||||
|
||||
public Transform bonusParent;
|
||||
|
||||
public List<GameObject> bounsPrefs;
|
||||
|
||||
public List<BonusObject> activeBonuses = new List<BonusObject>();
|
||||
|
||||
private int _currentTries = 0, _maxTries = 15;
|
||||
|
||||
|
||||
private IEnumerator SpawnRandomBonus()
|
||||
{
|
||||
while (true)
|
||||
@ -30,13 +35,21 @@ public class BonusSpawner : MonoBehaviour
|
||||
availableTile.canBuildHere = false;
|
||||
int bonusIndex = Random.Range(0, bounsPrefs.Count);
|
||||
GameObject chosenBonus = bounsPrefs[bonusIndex];
|
||||
Instantiate(chosenBonus, availableTile.tilePosition, chosenBonus.transform.rotation);
|
||||
BonusObject spawnedBonus = Instantiate(chosenBonus, availableTile.tilePosition, chosenBonus.transform.rotation, bonusParent).GetComponent<BonusObject>();
|
||||
spawnedBonus.OnDestroy += RemoveBonus;
|
||||
activeBonuses.Add(spawnedBonus);
|
||||
}
|
||||
//Debug.Log("spawned");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void RemoveBonus(BonusObject sender)
|
||||
{
|
||||
sender.OnDestroy -= RemoveBonus;
|
||||
activeBonuses.Remove(sender);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
StartCoroutine(SpawnRandomBonus());
|
||||
|
@ -17,8 +17,9 @@ public class CustomInput : MonoBehaviour
|
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[Header("Character Control Parameters")]
|
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public CharControlType controlType = CharControlType.UI_Joysticks;
|
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[SerializeField]
|
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private FloatingJoystick leftJoystick, rightJoystick;
|
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|
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private DynamicJoystick leftJoystick;
|
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[SerializeField]
|
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private FloatingJoystick rightJoystick;
|
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[SerializeField]
|
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private FixedJoystick attackJoystick, defendJoystick;
|
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Loading…
x
Reference in New Issue
Block a user