item system global fix
This commit is contained in:
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@ -1,6 +1,6 @@
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File diff suppressed because it is too large
Load Diff
@ -92,7 +92,7 @@ namespace AI
|
||||
|
||||
public BotState GetNewBehaviour(AIAgent agent)
|
||||
{
|
||||
var attack = agent.Unit.Inventory.Where(x => x is Bonus { BonusType: BonusType.Attack }).ToList();
|
||||
var attack = agent.Unit.Inventory.Where(x => x.Item is Bonus { BonusType: BonusType.Attack }).ToList();
|
||||
if (agent.CurentState is BotState.Attack && agent.Unit.AttackBonus == 0 && attack.Count > 0)
|
||||
{
|
||||
SetBehaviour(BotState.AttackBonusUsage, agent);
|
||||
@ -122,7 +122,9 @@ namespace AI
|
||||
}
|
||||
|
||||
var item = GetNearestItem(agent);
|
||||
if (((item.dist > 0 && item.dist <= _data.DistaceToCollectBonus) ||
|
||||
if (item.hex != null)
|
||||
{
|
||||
if ((item.dist <= _data.DistaceToCollectBonus ||
|
||||
agent.Unit.Mana <= agent.Unit.Data.maxMana * _data.ManaPercentToCollectBonus) &&
|
||||
(item.hex.Item.Item.Type == ItemType.DEFENCE
|
||||
? agent.Unit.InventoryDefence.Count
|
||||
@ -131,8 +133,10 @@ namespace AI
|
||||
SetBehaviour(BotState.CollectingBonus, agent);
|
||||
return BotState.CollectingBonus;
|
||||
}
|
||||
}
|
||||
|
||||
var protect = agent.Unit.InventoryDefence.Where(x => x is Bonus { BonusType: BonusType.Defence }).ToList();
|
||||
var protect = agent.Unit.InventoryDefence.Where(x => x.Item is Bonus { BonusType: BonusType.Defence })
|
||||
.ToList();
|
||||
if (protect.Count > 0 && agent.Unit.Hp <= agent.Unit.Data.maxHP * _data.PercentToUseProtectBonus &&
|
||||
agent.Unit.DefenceBonus == 0)
|
||||
{
|
||||
@ -179,14 +183,14 @@ namespace AI
|
||||
|
||||
private void UseBonus(AIAgent agent, BonusType type)
|
||||
{
|
||||
var attack = agent.Unit.Inventory.Where(x => x is Bonus bonus && bonus.BonusType == type).ToList();
|
||||
var attack = agent.Unit.Inventory.Where(x => x.Item is Bonus bonus && bonus.BonusType == type).ToList();
|
||||
if (attack.Count == 0 || !agent.Unit.IsAlive)
|
||||
{
|
||||
GetNewBehaviour(agent);
|
||||
return;
|
||||
}
|
||||
|
||||
((Bonus)attack.First()).Invoke(agent.Unit);
|
||||
((Bonus)attack.First().Item).Invoke(agent.Unit);
|
||||
}
|
||||
|
||||
private void Retreet(AIAgent agent)
|
||||
|
@ -2,6 +2,7 @@
|
||||
|
||||
namespace Controller
|
||||
{
|
||||
|
||||
public class GameController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Data.Data data;
|
||||
|
@ -13,27 +13,27 @@ namespace GameUI
|
||||
[SerializeField] private GameObject item;
|
||||
[SerializeField] private GameObject grid;
|
||||
|
||||
public event Action<Unit, Item> OnBuildingInvoked;
|
||||
public event Action<ItemContainer> OnBuildingInvoked;
|
||||
|
||||
private List<GameObject> itemsGo;
|
||||
private List<Button> _buttons;
|
||||
private List<Button> _buttonsAttack;
|
||||
private List<Button> _buttonsDefence;
|
||||
private Unit _unit;
|
||||
|
||||
|
||||
public void SetUpUI(int inventoryCapacity, Unit unit)
|
||||
{
|
||||
if (_buttons != null && _buttons.Count > 0)
|
||||
if (_buttonsAttack != null && _buttonsAttack.Count > 0)
|
||||
{
|
||||
itemsGo.ForEach(Destroy);
|
||||
}
|
||||
|
||||
_unit = unit;
|
||||
itemsGo = new List<GameObject>();
|
||||
_buttons = new List<Button>();
|
||||
_buttonsAttack = new List<Button>();
|
||||
_buttonsDefence = new List<Button>();
|
||||
|
||||
SetUpButtons(inventoryCapacity / 2, _buttons);
|
||||
SetUpButtons(inventoryCapacity / 2, _buttonsAttack);
|
||||
SetUpButtons(inventoryCapacity / 2, _buttonsDefence);
|
||||
}
|
||||
|
||||
@ -62,11 +62,11 @@ namespace GameUI
|
||||
OnBuildingInvoked = null;
|
||||
}
|
||||
|
||||
public void PickUpItem(Item Item)
|
||||
public void PickUpItem(ItemContainer Item)
|
||||
{
|
||||
var button = Item.Type switch
|
||||
var button = Item.Item.Type switch
|
||||
{
|
||||
ItemType.ATTACK => _buttons.First(x => !x.IsActive()),
|
||||
ItemType.ATTACK => _buttonsAttack.First(x => !x.IsActive()),
|
||||
ItemType.DEFENCE => _buttonsDefence.First(x => !x.IsActive()),
|
||||
_ => throw new ArgumentOutOfRangeException()
|
||||
};
|
||||
@ -74,10 +74,10 @@ namespace GameUI
|
||||
if (button == null)
|
||||
return;
|
||||
button.gameObject.SetActive(true);
|
||||
button.image.sprite = Item.Icon;
|
||||
button.image.sprite = Item.Item.Icon;
|
||||
button.onClick.AddListener(() =>
|
||||
{
|
||||
switch (Item)
|
||||
switch (Item.Item)
|
||||
{
|
||||
case Bonus bonus:
|
||||
{
|
||||
@ -89,20 +89,24 @@ namespace GameUI
|
||||
break;
|
||||
}
|
||||
case Building building:
|
||||
building.Invoke((u) => SwitchButton(button));
|
||||
OnBuildingInvoked?.Invoke(_unit, building);
|
||||
Item.OnItemUsed += () => SwitchButton(button);
|
||||
building.Invoke(Item);
|
||||
OnBuildingInvoked?.Invoke(Item);
|
||||
break;
|
||||
case CaptureAbility ability:
|
||||
ability.Invoke((u) => SwitchButton(button), _unit);
|
||||
OnBuildingInvoked?.Invoke(_unit, ability);
|
||||
Item.OnItemUsed += () => SwitchButton(button);
|
||||
ability.Invoke(Item);
|
||||
OnBuildingInvoked?.Invoke(Item);
|
||||
break;
|
||||
case SpecialWeapon specialWeapon:
|
||||
specialWeapon.Invoke((u) => SwitchButton(button), _unit);
|
||||
OnBuildingInvoked?.Invoke(_unit, specialWeapon);
|
||||
Item.OnItemUsed += () => SwitchButton(button);
|
||||
specialWeapon.Invoke(Item);
|
||||
OnBuildingInvoked?.Invoke(Item);
|
||||
break;
|
||||
case SwitchingPlaces switchingPlaces:
|
||||
switchingPlaces.Invoke((u) => SwitchButton(button), _unit);
|
||||
OnBuildingInvoked?.Invoke(_unit, switchingPlaces);
|
||||
Item.OnItemUsed += () => SwitchButton(button);
|
||||
switchingPlaces.Invoke(Item);
|
||||
OnBuildingInvoked?.Invoke(Item);
|
||||
break;
|
||||
}
|
||||
});
|
||||
|
@ -3,6 +3,7 @@ using DefaultNamespace;
|
||||
using HexFiled;
|
||||
using Units;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace Items
|
||||
{
|
||||
@ -11,28 +12,54 @@ namespace Items
|
||||
{
|
||||
[SerializeField] private GameObject buildingPrefab;
|
||||
[SerializeField] private bool isVisiting = false;
|
||||
[SerializeField] private GameObject aimCanvas;
|
||||
|
||||
|
||||
public void Invoke(Action<Unit> action)
|
||||
public override void Invoke(ItemContainer container)
|
||||
{
|
||||
|
||||
if (container.AimInstance == null)
|
||||
{
|
||||
container.AimInstance = Object.Instantiate(aimCanvas, container.Unit.Instance.transform);
|
||||
}
|
||||
container.AimInstance.SetActive(false);
|
||||
}
|
||||
|
||||
public void Aim(HexDirection direction, ItemContainer container)
|
||||
{
|
||||
if (container.AimInstance == null)
|
||||
{
|
||||
container.AimInstance = Object.Instantiate(aimCanvas, container.Unit.Instance.transform);
|
||||
}
|
||||
container.AimInstance.SetActive(true);
|
||||
|
||||
var cell = HexManager.UnitCurrentCell[container.Unit.Color].cell
|
||||
.GetNeighbor(direction);
|
||||
if (cell == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
container.AimInstance.transform.LookAt(cell.transform);
|
||||
container.Direction = direction;
|
||||
}
|
||||
|
||||
|
||||
public void PlaceItem(HexCell cell, Unit unit)
|
||||
public void PlaceItem(ItemContainer container)
|
||||
{
|
||||
unit.UseItem(this);
|
||||
container.Unit.UseItem(this);
|
||||
container.DeAim();
|
||||
var cell = HexManager.UnitCurrentCell[container.Unit.Color].cell.GetNeighbor(container.Direction);
|
||||
var obj = Instantiate(buildingPrefab,
|
||||
cell.transform.position + buildingPrefab.transform.position, Quaternion.identity);
|
||||
obj.GetComponent<ISetUp>().SetUp(unit);
|
||||
obj.GetComponent<ISetUp>().SetUp(container.Unit);
|
||||
if (!isVisiting)
|
||||
{
|
||||
cell.Building = buildingPrefab;
|
||||
cell.BuildingInstance = obj;
|
||||
}
|
||||
|
||||
OnItemUsed.Invoke(unit);
|
||||
OnItemUsed = null;
|
||||
container.OnItemUsed.Invoke();
|
||||
|
||||
}
|
||||
}
|
||||
}
|
@ -24,98 +24,99 @@ namespace Items
|
||||
[SerializeField] private GameObject aimCanvas;
|
||||
[SerializeField] private List<Angls> itterationMove;
|
||||
[SerializeField] private string animName;
|
||||
private GameObject _aimInstance;
|
||||
private HexDirection _direction;
|
||||
|
||||
|
||||
|
||||
public void Invoke(Action<Unit> action, Unit unit)
|
||||
public override void Invoke(ItemContainer container)
|
||||
{
|
||||
OnItemUsed ??= action;
|
||||
|
||||
if(_aimInstance == null)
|
||||
_aimInstance = Object.Instantiate(aimCanvas, unit.Instance.transform);
|
||||
_aimInstance.SetActive(false);
|
||||
|
||||
if (container.AimInstance == null)
|
||||
{
|
||||
container.AimInstance = Object.Instantiate(aimCanvas, container.Unit.Instance.transform);
|
||||
}
|
||||
container.AimInstance.SetActive(false);
|
||||
}
|
||||
|
||||
public void Aim(HexDirection direction, Unit unit)
|
||||
|
||||
public void Aim(HexDirection direction, ItemContainer container)
|
||||
{
|
||||
if(_aimInstance == null)
|
||||
_aimInstance = Object.Instantiate(aimCanvas, unit.Instance.transform);
|
||||
_aimInstance.SetActive(true);
|
||||
var cell = HexManager.UnitCurrentCell[unit.Color].cell
|
||||
if (container.AimInstance == null)
|
||||
{
|
||||
container.AimInstance = Object.Instantiate(aimCanvas, container.Unit.Instance.transform);
|
||||
}
|
||||
container.AimInstance.SetActive(true);
|
||||
|
||||
var cell = HexManager.UnitCurrentCell[container.Unit.Color].cell
|
||||
.GetNeighbor(direction);
|
||||
if (cell == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
_aimInstance.transform.LookAt(cell.transform);
|
||||
_direction = direction;
|
||||
container.AimInstance.transform.LookAt(cell.transform);
|
||||
container.Direction = direction;
|
||||
}
|
||||
|
||||
public void DeAim()
|
||||
{
|
||||
_aimInstance.SetActive(false);
|
||||
}
|
||||
|
||||
private void DoPaint(Unit unit)
|
||||
{
|
||||
unit.UseItem(this);
|
||||
HexManager.UnitCurrentCell[unit.Color].cell.PaintHex(unit.Color);
|
||||
var cell = HexManager.UnitCurrentCell[unit.Color].cell.GetNeighbor(_direction);
|
||||
OnItemUsed?.Invoke(unit);
|
||||
|
||||
unit.UnitView.AnimActionDic[animName] -= DoPaint;
|
||||
OnItemUsed = null;
|
||||
private void DoPaint(ItemContainer container)
|
||||
{
|
||||
container.Unit.UseItem(this);
|
||||
HexManager.UnitCurrentCell[container.Unit.Color].cell.PaintHex(container.Unit.Color);
|
||||
var cell = HexManager.UnitCurrentCell[container.Unit.Color].cell.GetNeighbor(container.Direction);
|
||||
container.OnItemUsed?.Invoke();
|
||||
|
||||
container.Unit.UnitView.AnimActionDic[animName] = null;
|
||||
|
||||
container.OnItemUsed = null;
|
||||
if (cell == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
cell.PaintHex(unit.Color);
|
||||
cell.PaintHex(container.Unit.Color);
|
||||
bool keepGoing = true;
|
||||
|
||||
|
||||
itterationMove.ForEach(dir =>
|
||||
{
|
||||
if (!keepGoing) return;
|
||||
_direction = dir switch
|
||||
container.Direction = dir switch
|
||||
{
|
||||
Angls.FORWARD => _direction,
|
||||
Angls.PLUS60 => _direction.PlusSixtyDeg(),
|
||||
Angls.MINUS60 => _direction.MinusSixtyDeg(),
|
||||
Angls.PLUS120 => _direction.Plus120Deg(),
|
||||
Angls.MINUS120 => _direction.Minus120Deg(),
|
||||
Angls.BACK => _direction.Back(),
|
||||
Angls.FORWARD => container.Direction,
|
||||
Angls.PLUS60 => container.Direction.PlusSixtyDeg(),
|
||||
Angls.MINUS60 => container.Direction.MinusSixtyDeg(),
|
||||
Angls.PLUS120 => container.Direction.Plus120Deg(),
|
||||
Angls.MINUS120 => container.Direction.Minus120Deg(),
|
||||
Angls.BACK => container.Direction.Back(),
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(dir), dir, null)
|
||||
};
|
||||
if (cell.GetNeighbor(_direction) == null)
|
||||
if (cell.GetNeighbor(container.Direction) == null)
|
||||
{
|
||||
keepGoing = false;
|
||||
return;
|
||||
}
|
||||
|
||||
cell = cell.GetNeighbor(_direction);
|
||||
cell.PaintHex(unit.Color);
|
||||
cell = cell.GetNeighbor(container.Direction);
|
||||
cell.PaintHex(container.Unit.Color);
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void UseAbility(Unit unit)
|
||||
public void UseAbility(ItemContainer container)
|
||||
{
|
||||
|
||||
var cell = HexManager.UnitCurrentCell[unit.Color].cell.GetNeighbor(_direction);
|
||||
var cell = HexManager.UnitCurrentCell[container.Unit.Color].cell.GetNeighbor(container.Direction);
|
||||
if (cell == null)
|
||||
{
|
||||
DeAim();
|
||||
container.DeAim();
|
||||
return;
|
||||
}
|
||||
unit.RotateUnit(new Vector2((cell.transform.position - unit.Instance.transform.position).normalized.x,
|
||||
(cell.transform.position - unit.Instance.transform.position).normalized.z));
|
||||
unit.Animator.SetTrigger(animName);
|
||||
_aimInstance.SetActive(false);
|
||||
unit.SetCell(cell);
|
||||
unit.UnitView.AnimActionDic[animName] += DoPaint;
|
||||
container.Unit.RotateUnit(new Vector2((cell.transform.position - container.Unit.Instance.transform.position).normalized.x,
|
||||
(cell.transform.position - container.Unit.Instance.transform.position).normalized.z));
|
||||
container.Unit.Animator.SetTrigger(animName);
|
||||
container.DeAim();
|
||||
container.Unit.SetCell(cell);
|
||||
container.Unit.UnitView.AnimActionDic[animName] += () => DoPaint(container);
|
||||
}
|
||||
}
|
||||
}
|
@ -29,7 +29,7 @@ namespace Items
|
||||
public GameObject Prefab => prefab;
|
||||
}
|
||||
|
||||
public abstract class Item : ScriptableObject, IDisposable
|
||||
public abstract class Item : ScriptableObject
|
||||
{
|
||||
private GameObject _instance;
|
||||
[SerializeField] private Sprite icon;
|
||||
@ -40,8 +40,10 @@ namespace Items
|
||||
public Sprite Icon => icon;
|
||||
|
||||
|
||||
protected Action<Unit> OnItemUsed;
|
||||
public virtual void Invoke(ItemContainer container)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
public GameObject Spawn(HexCell cell, GameObject parent, GameObject iconPrefab)
|
||||
@ -56,9 +58,5 @@ namespace Items
|
||||
}
|
||||
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
OnItemUsed = null;
|
||||
}
|
||||
}
|
||||
}
|
40
Assets/Scripts/Items/ItemContainer.cs
Normal file
40
Assets/Scripts/Items/ItemContainer.cs
Normal file
@ -0,0 +1,40 @@
|
||||
using System;
|
||||
using HexFiled;
|
||||
using Items.ItemViews;
|
||||
using Units;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Items
|
||||
{
|
||||
public class ItemContainer
|
||||
{
|
||||
private ItemView _instance;
|
||||
|
||||
public Action OnItemUsed;
|
||||
|
||||
public Item Item { get; }
|
||||
|
||||
public ItemView Instance => _instance;
|
||||
|
||||
public Unit Unit { get; }
|
||||
|
||||
public GameObject AimInstance { get; set; }
|
||||
|
||||
public HexDirection Direction { get; set; }
|
||||
|
||||
public Unit Value { get; set; }
|
||||
|
||||
public ItemContainer(Item item, ItemView instance, Unit unit)
|
||||
{
|
||||
Item = item;
|
||||
_instance = instance;
|
||||
Unit = unit;
|
||||
}
|
||||
|
||||
public void DeAim()
|
||||
{
|
||||
AimInstance.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
3
Assets/Scripts/Items/ItemContainer.cs.meta
Normal file
3
Assets/Scripts/Items/ItemContainer.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3483b48da7454be2a2bfbf4e771f9503
|
||||
timeCreated: 1645030264
|
@ -32,7 +32,9 @@ namespace Items.ItemViews
|
||||
}
|
||||
transform.DOMove(unit.UnitView.transform.position + new Vector3(0,1,0), 0.1f).OnComplete(() =>
|
||||
{
|
||||
unit.PickUpItem(_item);
|
||||
ItemContainer itemContainer = new ItemContainer(Item, this, unit);
|
||||
unit.PickUpItem(itemContainer);
|
||||
|
||||
Despawn();
|
||||
});
|
||||
}
|
||||
|
@ -17,6 +17,7 @@ namespace Items.ItemViews
|
||||
private List<GameObject> listUnits;
|
||||
[SerializeField] private GameObject _unit;
|
||||
[SerializeField] private UnitColor _color;
|
||||
[SerializeField] private float speed;
|
||||
|
||||
public void SetUp(Unit unit)
|
||||
{
|
||||
@ -43,7 +44,7 @@ namespace Items.ItemViews
|
||||
transform.DOKill();
|
||||
transform.LookAt(listUnits.First().transform);
|
||||
transform.DOMove(listUnits.First().transform.position,
|
||||
Vector3.Distance(listUnits.First().transform.position, _unit.transform.position) * 0.2f)
|
||||
Vector3.Distance(listUnits.First().transform.position, _unit.transform.position) * speed)
|
||||
.SetEase(Ease.Linear);
|
||||
}
|
||||
}
|
||||
|
@ -16,46 +16,47 @@ namespace Items
|
||||
[SerializeField] private GameObject _aimGameObject;
|
||||
[SerializeField] private float lifeTime;
|
||||
|
||||
private GameObject _aimInstance;
|
||||
private HexDirection _direction;
|
||||
|
||||
public void Invoke(Action<Unit> action, Unit unit)
|
||||
|
||||
public override void Invoke(ItemContainer container)
|
||||
{
|
||||
OnItemUsed ??= action;
|
||||
|
||||
if(_aimInstance == null || !_aimInstance.activeSelf)
|
||||
_aimInstance = Object.Instantiate(_aimGameObject, unit.Instance.transform);
|
||||
_aimInstance.SetActive(false);
|
||||
if(container.AimInstance == null)
|
||||
container.AimInstance = Object.Instantiate(_aimGameObject, container.Unit.Instance.transform);
|
||||
container.AimInstance.SetActive(false);
|
||||
}
|
||||
|
||||
public void Aim(HexDirection direction, Unit unit)
|
||||
|
||||
public void Aim(ItemContainer container, HexDirection direction)
|
||||
{
|
||||
_aimInstance.SetActive(true);
|
||||
_aimInstance.transform.LookAt(HexManager.UnitCurrentCell[unit.Color].cell
|
||||
.GetNeighbor(direction).transform);
|
||||
_direction = direction;
|
||||
container.AimInstance.SetActive(true);
|
||||
container.AimInstance.transform.LookAt(HexManager.UnitCurrentCell[container.Unit.Color].cell
|
||||
.GetNeighbor(container.Direction).transform);
|
||||
container.Direction = direction;
|
||||
}
|
||||
|
||||
public void DeAim()
|
||||
{
|
||||
_aimInstance.SetActive(false);
|
||||
}
|
||||
|
||||
public void Fire(Unit unit)
|
||||
public void Fire(ItemContainer container)
|
||||
{
|
||||
OnItemUsed?.Invoke(unit);
|
||||
unit.UseItem(this);
|
||||
var cell = HexManager.UnitCurrentCell[unit.Color].cell.GetNeighbor(_direction);
|
||||
unit.RotateUnit(new Vector2((cell.transform.position - unit.Instance.transform.position).normalized.x,
|
||||
(cell.transform.position - unit.Instance.transform.position).normalized.z));
|
||||
container.OnItemUsed.Invoke();
|
||||
container.Unit.UseItem(this);
|
||||
var cell = HexManager.UnitCurrentCell[container.Unit.Color].cell.GetNeighbor(container.Direction);
|
||||
container.Unit.RotateUnit(new Vector2((cell.transform.position - container.Unit.Instance.transform.position).normalized.x,
|
||||
(cell.transform.position - container.Unit.Instance.transform.position).normalized.z));
|
||||
_weapon.SetModifiedDamage(0);
|
||||
_weapon.objectToThrow.GetComponent<ISetUp>().SetUp(unit);
|
||||
_aimInstance.SetActive(false);
|
||||
var dir = DirectionHelper.DirectionTo(unit.Instance.transform.position, cell.transform.position);
|
||||
_weapon.Fire(unit.Instance.transform, new Vector2(dir.x, dir.z), unit);
|
||||
_weapon.objectToThrow.GetComponent<ISetUp>().SetUp(container.Unit);
|
||||
container.DeAim();
|
||||
var dir = DirectionHelper.DirectionTo(container.Unit.Instance.transform.position, cell.transform.position);
|
||||
var ball = _weapon.Fire(container.Unit.Instance.transform, new Vector2(dir.x, dir.z), container.Unit);
|
||||
TimerHelper.Instance.StartTimer(() =>
|
||||
{
|
||||
_weapon.DestroyBall();
|
||||
if(ball == null)
|
||||
return;
|
||||
var vfx = VFXController.Instance.PlayEffect(_weapon.VFXGameObject, ball.transform.position, Quaternion.identity);
|
||||
MusicController.Instance.AddAudioSource(vfx);
|
||||
MusicController.Instance.PlayAudioClip(_weapon.hitSound, vfx);
|
||||
ball.transform.DOKill();
|
||||
Object.Destroy(ball);
|
||||
}, lifeTime);
|
||||
|
||||
}
|
||||
|
@ -13,48 +13,46 @@ namespace Items
|
||||
[SerializeField] private GameObject aimCanvas;
|
||||
[SerializeField] private LayerMask _layerMask;
|
||||
[SerializeField] private float time;
|
||||
private GameObject _aimInstance;
|
||||
private HexDirection _direction;
|
||||
|
||||
|
||||
public void Invoke(Action<Unit> action, Unit unit)
|
||||
public override void Invoke(ItemContainer container)
|
||||
{
|
||||
if (!unit.IsPlayer)
|
||||
if (!container.Unit.IsPlayer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
OnItemUsed ??= action;
|
||||
|
||||
if (_aimInstance == null)
|
||||
_aimInstance = Object.Instantiate(aimCanvas, unit.Instance.transform);
|
||||
_aimInstance.SetActive(false);
|
||||
|
||||
if (container.AimInstance == null)
|
||||
container.AimInstance = Object.Instantiate(aimCanvas, container.Unit.Instance.transform);
|
||||
container.AimInstance.SetActive(false);
|
||||
}
|
||||
|
||||
public void Aim(Vector2 direction, Unit unit, out Unit chosenUnit)
|
||||
public void Aim(Vector2 direction, ItemContainer container)
|
||||
{
|
||||
if (unit.IsPlayer)
|
||||
if (container.Unit.IsPlayer)
|
||||
{
|
||||
if (_aimInstance == null)
|
||||
_aimInstance = Object.Instantiate(aimCanvas, unit.Instance.transform);
|
||||
_aimInstance.SetActive(true);
|
||||
_aimInstance.transform.LookAt(
|
||||
new Vector3(direction.x, 0, direction.y) + unit.Instance.transform.position);
|
||||
if (container.AimInstance == null)
|
||||
container.AimInstance = Object.Instantiate(aimCanvas, container.Unit.Instance.transform);
|
||||
container.AimInstance.SetActive(true);
|
||||
container.AimInstance.transform.LookAt(
|
||||
new Vector3(direction.x, 0, direction.y) + container.Unit.Instance.transform.position);
|
||||
}
|
||||
|
||||
RaycastHit hit;
|
||||
Ray ray = new Ray(unit.Instance.transform.position + new Vector3(0, 1f, 0),
|
||||
Ray ray = new Ray(container.Unit.Instance.transform.position + new Vector3(0, 1f, 0),
|
||||
new Vector3(direction.x, 0, direction.y));
|
||||
|
||||
if (Physics.Raycast(ray, out hit, Mathf.Infinity, _layerMask))
|
||||
{
|
||||
Debug.Log($"Aimed {hit.collider.gameObject.name}");
|
||||
chosenUnit = hit.collider.gameObject.GetComponent<UnitView>().Unit;
|
||||
container.Value = hit.collider.gameObject.GetComponent<UnitView>().Unit;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
chosenUnit = null;
|
||||
container.Value = null;
|
||||
}
|
||||
|
||||
Debug.DrawRay(ray.origin,
|
||||
@ -62,37 +60,34 @@ namespace Items
|
||||
}
|
||||
|
||||
|
||||
public void UseAbility(Unit unit, Unit chosenUnit)
|
||||
public void UseAbility(ItemContainer container)
|
||||
{
|
||||
if (chosenUnit == null || unit.isSwitched)
|
||||
if (container.Value == null || container.Unit.isSwitched)
|
||||
{
|
||||
DeAim();
|
||||
container.DeAim();
|
||||
return;
|
||||
}
|
||||
unit.UseItem(this);
|
||||
unit.isSwitched = true;
|
||||
DeAim();
|
||||
OnItemUsed?.Invoke(unit);
|
||||
chosenUnit.IsBusy = true;
|
||||
chosenUnit.IsStaned = true;
|
||||
var unitCell = HexManager.UnitCurrentCell[unit.Color].cell;
|
||||
var choseUnitCell = HexManager.UnitCurrentCell[chosenUnit.Color].cell;
|
||||
unit.SetCell(choseUnitCell, true, true);
|
||||
unit.SetEasyColor(chosenUnit.Color, time);
|
||||
chosenUnit.SetCell(unitCell, true);
|
||||
container.Unit.UseItem(this);
|
||||
container.Unit.isSwitched = true;
|
||||
container.DeAim();
|
||||
container.OnItemUsed?.Invoke();
|
||||
container.Value.IsBusy = true;
|
||||
container.Value.IsStaned = true;
|
||||
var unitCell = HexManager.UnitCurrentCell[container.Unit.Color].cell;
|
||||
var choseUnitCell = HexManager.UnitCurrentCell[container.Value.Color].cell;
|
||||
container.Unit.SetCell(choseUnitCell, true, true);
|
||||
container.Unit.SetEasyColor(container.Value.Color, time);
|
||||
container.Value.SetCell(unitCell, true);
|
||||
TimerHelper.Instance.StartTimer(() =>
|
||||
{
|
||||
unit.isSwitched = false;
|
||||
chosenUnit.SetCell(choseUnitCell, true, true);
|
||||
unit.SetCell(unitCell, true);
|
||||
chosenUnit.IsStaned = false;
|
||||
chosenUnit.IsBusy = false;
|
||||
container.Unit.isSwitched = false;
|
||||
container.Value.SetCell(choseUnitCell, true, true);
|
||||
container.Unit.SetCell(unitCell, true);
|
||||
container.Value.IsStaned = false;
|
||||
container.Value.IsBusy = false;
|
||||
}, time);
|
||||
}
|
||||
|
||||
public void DeAim()
|
||||
{
|
||||
_aimInstance.SetActive(false);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DefaultNamespace
|
||||
@ -24,7 +24,7 @@ namespace DefaultNamespace
|
||||
}
|
||||
}
|
||||
|
||||
[EditorButton]
|
||||
[Button("Set Time Scale")]
|
||||
public void SetTimerScale(float scale)
|
||||
{
|
||||
Time.timeScale = scale;
|
||||
|
@ -27,7 +27,7 @@ namespace Chars
|
||||
private bool returnedMoveJoystick = false;
|
||||
|
||||
private PlayerInventoryView _inventoryView;
|
||||
private Item _itemToPlace;
|
||||
private ItemContainer _itemToPlace;
|
||||
private HexCell _cellToPlace;
|
||||
|
||||
private Unit chosenUnit;
|
||||
@ -54,12 +54,12 @@ namespace Chars
|
||||
_placeJoystick.OnTouchUp += UseAbility;
|
||||
}
|
||||
|
||||
private void AimPlaceItem(Unit unit, Item item)
|
||||
private void AimPlaceItem(ItemContainer container)
|
||||
{
|
||||
if (unit.IsBusy || !unit.IsAlive) return;
|
||||
if (_unit.IsBusy || !_unit.IsAlive) return;
|
||||
_attackJoystick.gameObject.SetActive(false);
|
||||
_placeJoystick.gameObject.SetActive(true);
|
||||
_itemToPlace = item;
|
||||
_itemToPlace = container;
|
||||
}
|
||||
|
||||
private void UseAbility()
|
||||
@ -72,30 +72,24 @@ namespace Chars
|
||||
return;
|
||||
}
|
||||
|
||||
switch (_itemToPlace)
|
||||
switch (_itemToPlace.Item)
|
||||
{
|
||||
case Building building:
|
||||
_unitView.AimCanvas.SetActive(false);
|
||||
if (_cellToPlace == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
building.PlaceItem(_cellToPlace, _unit);
|
||||
building.PlaceItem(_itemToPlace);
|
||||
break;
|
||||
case CaptureAbility ability:
|
||||
ability.UseAbility(_unit);
|
||||
ability.UseAbility(_itemToPlace);
|
||||
break;
|
||||
case SpecialWeapon weapon:
|
||||
weapon.Fire(_unit);
|
||||
weapon.Fire(_itemToPlace);
|
||||
break;
|
||||
case SwitchingPlaces switchingPlaces:
|
||||
switchingPlaces.UseAbility(_unit, chosenUnit);
|
||||
switchingPlaces.UseAbility(_itemToPlace);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void PickUp(Item item)
|
||||
private void PickUp(ItemContainer item)
|
||||
{
|
||||
_inventoryView.PickUpItem(item);
|
||||
}
|
||||
@ -137,17 +131,17 @@ namespace Chars
|
||||
_aimCount = -1;
|
||||
}
|
||||
|
||||
switch (_itemToPlace)
|
||||
switch (_itemToPlace.Item)
|
||||
{
|
||||
case Building building:
|
||||
if (_aimCount == -1)
|
||||
{
|
||||
_aimCount = 2;
|
||||
_unitView.AimCanvas.SetActive(false);
|
||||
_itemToPlace.DeAim();
|
||||
return;
|
||||
}
|
||||
|
||||
_unitView.AimCanvas.SetActive(true);
|
||||
building.Aim(DirectionHelper.VectorToDirection(placeDir.normalized), _itemToPlace);
|
||||
_cellToPlace = _unit.PlaceItemAim(DirectionHelper.VectorToDirection(placeDir.normalized));
|
||||
_aimCount = 1;
|
||||
break;
|
||||
@ -155,20 +149,21 @@ namespace Chars
|
||||
if (_aimCount == -1)
|
||||
{
|
||||
_aimCount = 2;
|
||||
ability.DeAim();
|
||||
_itemToPlace.DeAim();
|
||||
return;
|
||||
}
|
||||
ability.Aim(DirectionHelper.VectorToDirection(placeDir.normalized), _unit);
|
||||
|
||||
ability.Aim(DirectionHelper.VectorToDirection(placeDir.normalized), _itemToPlace);
|
||||
_aimCount = 1;
|
||||
break;
|
||||
case SpecialWeapon weapon:
|
||||
weapon.Aim(DirectionHelper.VectorToDirection(placeDir.normalized), _unit);
|
||||
weapon.Aim(_itemToPlace, DirectionHelper.VectorToDirection(placeDir.normalized));
|
||||
break;
|
||||
case SwitchingPlaces switchingPlaces:
|
||||
switchingPlaces.Aim(placeDir.normalized, _unit, out var unit);
|
||||
if (unit != null)
|
||||
switchingPlaces.Aim(placeDir.normalized, _itemToPlace);
|
||||
if (_itemToPlace.Value != null)
|
||||
{
|
||||
chosenUnit = unit;
|
||||
chosenUnit = _itemToPlace.Value;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -187,21 +182,20 @@ namespace Chars
|
||||
if (_placeJoystick.gameObject.activeSelf)
|
||||
{
|
||||
_placeJoystick.gameObject.SetActive(false);
|
||||
switch (_itemToPlace)
|
||||
switch (_itemToPlace.Item)
|
||||
{
|
||||
case CaptureAbility ability:
|
||||
ability.DeAim();
|
||||
_itemToPlace.DeAim();
|
||||
break;
|
||||
case Building building:
|
||||
_unitView.AimCanvas.SetActive(false);
|
||||
_itemToPlace.DeAim();
|
||||
break;
|
||||
case SpecialWeapon weapon:
|
||||
weapon.DeAim();
|
||||
_itemToPlace.DeAim();
|
||||
break;
|
||||
case SwitchingPlaces place:
|
||||
place.DeAim();
|
||||
_itemToPlace.DeAim();
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -18,8 +18,8 @@ namespace Units
|
||||
public class Unit
|
||||
{
|
||||
private GameObject _instance;
|
||||
private List<Item> _inventory;
|
||||
private List<Item> _inventoryDefence;
|
||||
private List<ItemContainer> _inventory;
|
||||
private List<ItemContainer> _inventoryDefence;
|
||||
private AnimLength _animLength;
|
||||
private HexCell _cell;
|
||||
private HexGrid _hexGrid;
|
||||
@ -56,15 +56,15 @@ namespace Units
|
||||
|
||||
public UnitColor Color => _data.color;
|
||||
public int InventoryCapacity => _data.inventoryCapacity;
|
||||
public event Action<Item> OnItemPickUp;
|
||||
public event Action<ItemContainer> OnItemPickUp;
|
||||
public event Action<Unit> OnDeath;
|
||||
public BarCanvas BarCanvas => UnitView.BarCanvas;
|
||||
public GameObject Instance => _instance;
|
||||
public UnitInfo Data => _data;
|
||||
public int Mana => _mana;
|
||||
public int Hp => _hp;
|
||||
public List<Item> Inventory => _inventory;
|
||||
public List<Item> InventoryDefence => _inventoryDefence;
|
||||
public List<ItemContainer> Inventory => _inventory;
|
||||
public List<ItemContainer> InventoryDefence => _inventoryDefence;
|
||||
public Weapon Weapon => _weapon;
|
||||
public bool IsPlayer => _data.isPlayer;
|
||||
public Animator Animator => _animator;
|
||||
@ -257,8 +257,8 @@ namespace Units
|
||||
|
||||
_cell.PaintHex(_data.color, true);
|
||||
_cell.GetListNeighbours().ForEach(x => { x?.PaintHex(Color, true); });
|
||||
_inventory = new List<Item>();
|
||||
_inventoryDefence = new List<Item>();
|
||||
_inventory = new List<ItemContainer>();
|
||||
_inventoryDefence = new List<ItemContainer>();
|
||||
|
||||
HexManager.UnitCurrentCell.Add(_data.color, (_cell, this));
|
||||
|
||||
@ -316,15 +316,14 @@ namespace Units
|
||||
return false;
|
||||
}
|
||||
|
||||
public void PickUpItem(Item item)
|
||||
public void PickUpItem(ItemContainer item)
|
||||
{
|
||||
switch (item.Type)
|
||||
switch (item.Item.Type)
|
||||
{
|
||||
case ItemType.ATTACK:
|
||||
if (_inventory.Count < _data.inventoryCapacity / 2)
|
||||
{
|
||||
_inventory.Add(item);
|
||||
OnItemPickUp?.Invoke(item);
|
||||
_cell.Item = null;
|
||||
}
|
||||
|
||||
@ -333,7 +332,6 @@ namespace Units
|
||||
if (_inventoryDefence.Count < _data.inventoryCapacity / 2)
|
||||
{
|
||||
_inventoryDefence.Add(item);
|
||||
OnItemPickUp?.Invoke(item);
|
||||
_cell.Item = null;
|
||||
}
|
||||
|
||||
@ -341,15 +339,20 @@ namespace Units
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
OnItemPickUp?.Invoke(item);
|
||||
}
|
||||
|
||||
public void UseItem(Item item)
|
||||
{
|
||||
if (item.Type == ItemType.ATTACK)
|
||||
_inventory.Remove(item);
|
||||
{
|
||||
var i = _inventory.First(i => i.Item == item);
|
||||
_inventory.Remove(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
_inventoryDefence.Remove(item);
|
||||
var i = _inventoryDefence.First(i => i.Item == item);
|
||||
_inventoryDefence.Remove(i);
|
||||
}
|
||||
}
|
||||
|
||||
@ -431,7 +434,7 @@ namespace Units
|
||||
Object.Destroy(_instance);
|
||||
OnDeath?.Invoke(this);
|
||||
}, _animLength.Death);
|
||||
_inventory.ForEach(x => x.Dispose());
|
||||
|
||||
MusicController.Instance.AddAudioSource(vfx);
|
||||
MusicController.Instance.PlayAudioClip(MusicController.Instance.MusicData.SfxMusic.Death, vfx);
|
||||
MusicController.Instance.RemoveAudioSource(_instance);
|
||||
|
@ -30,13 +30,13 @@ public class UnitView : MonoBehaviour
|
||||
private Action _startRegen;
|
||||
private Coroutine _previosRegen;
|
||||
private Coroutine _previosReload;
|
||||
private Dictionary<string, Action<Unit>> animActionDic;
|
||||
private Dictionary<string, Action> animActionDic;
|
||||
private int _mana;
|
||||
private event Action CaptureHex;
|
||||
private AudioSource _audioSource;
|
||||
private Unit _unit;
|
||||
private float _hardCaptureTime;
|
||||
private Action<Unit> onSupperJump;
|
||||
private Action onSupperJump;
|
||||
private Coroutine _previousRegenCoroutine;
|
||||
|
||||
public BarCanvas BarCanvas => _barCanvas;
|
||||
@ -46,7 +46,7 @@ public class UnitView : MonoBehaviour
|
||||
|
||||
public Unit Unit => _unit;
|
||||
|
||||
public Dictionary<string, Action<Unit>> AnimActionDic => animActionDic;
|
||||
public Dictionary<string, Action> AnimActionDic => animActionDic;
|
||||
|
||||
public void SetBar(BarCanvas barCanvas, GameObject aimCanvas)
|
||||
{
|
||||
@ -62,7 +62,7 @@ public class UnitView : MonoBehaviour
|
||||
public void SetUp(Weapon weapon, Action regenMana, int manaRegen, Action captureHex,
|
||||
Unit unit, float hardCaptureTime)
|
||||
{
|
||||
animActionDic = new Dictionary<string, Action<Unit>> { { "SuperJump", onSupperJump } };
|
||||
animActionDic = new Dictionary<string, Action> { { "SuperJump", onSupperJump } };
|
||||
|
||||
_weapon = weapon;
|
||||
_toReloadStack = new Stack<ShotUIView>();
|
||||
@ -151,7 +151,7 @@ public class UnitView : MonoBehaviour
|
||||
for (var i = 0; i < animActionDic.Count; i++)
|
||||
{
|
||||
var item = animActionDic.ElementAt(i);
|
||||
item.Value?.Invoke(Unit);
|
||||
item.Value?.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
@ -161,8 +161,9 @@ public class UnitView : MonoBehaviour
|
||||
if (weaponView != null)
|
||||
{
|
||||
OnHit?.Invoke(weaponView.Weapon.modifiedDamage);
|
||||
var vfx = VFXController.Instance.PlayEffect(weaponView.Weapon.VFXGameObject, weaponView.transform.position,
|
||||
weaponView.transform.rotation);
|
||||
|
||||
var vfx = VFXController.Instance.PlayEffect(weaponView.Weapon.VFXGameObject, transform.position + new Vector3(0,2,0),
|
||||
weaponView.Weapon.VFXGameObject.transform.rotation);
|
||||
MusicController.Instance.AddAudioSource(vfx);
|
||||
MusicController.Instance.PlayAudioClip(weaponView.Weapon.hitSound, vfx);
|
||||
|
||||
@ -178,6 +179,7 @@ public class UnitView : MonoBehaviour
|
||||
if (itemView == null || itemView.pickedUp || !_unit.CanPickUpItem(itemView.Item)) return;
|
||||
itemView.pickedUp = true;
|
||||
itemView.PickUp(Unit);
|
||||
|
||||
ItemFabric.Items.Remove(itemView.gameObject);
|
||||
|
||||
}
|
||||
|
@ -24,15 +24,15 @@ namespace Weapons
|
||||
public AudioClip shotSound;
|
||||
public AudioClip hitSound;
|
||||
|
||||
private GameObject ball;
|
||||
|
||||
public void SetModifiedDamage(int bonus)
|
||||
{
|
||||
modifiedDamage = damage + bonus;
|
||||
}
|
||||
|
||||
public void Fire(Transform start, Vector2 direction, Unit unit)
|
||||
public GameObject Fire(Transform start, Vector2 direction, Unit unit)
|
||||
{
|
||||
ball = Object.Instantiate(objectToThrow,
|
||||
var ball = Object.Instantiate(objectToThrow,
|
||||
start.forward + start.transform.position + new Vector3(0, 2),
|
||||
start.rotation);
|
||||
|
||||
@ -41,25 +41,24 @@ namespace Weapons
|
||||
ball.AddComponent<WeaponView>().SetWeapon(this, unit);
|
||||
Weapon tmpThis = this;
|
||||
GameObject localBall = ball;
|
||||
Weapon tmpThis1 = this;
|
||||
localBall.transform.DOMove(new Vector3(direction.normalized.x,
|
||||
0, direction.normalized.y) * tmpThis.disnatce * HexGrid.HexDistance +
|
||||
start.position + new Vector3(0, 2, 0), tmpThis.speed)
|
||||
.SetEase(Ease.Linear)
|
||||
.OnComplete(() =>
|
||||
{
|
||||
tmpThis.DestroyBall();
|
||||
});
|
||||
}
|
||||
|
||||
public void DestroyBall()
|
||||
{
|
||||
if(ball == null)
|
||||
return;
|
||||
var vfx = VFXController.Instance.PlayEffect(VFXGameObject, ball.transform.position, ball.transform.rotation);
|
||||
var vfx = VFXController.Instance.PlayEffect(tmpThis1.VFXGameObject, ball.transform.position, Quaternion.identity);
|
||||
MusicController.Instance.AddAudioSource(vfx);
|
||||
MusicController.Instance.PlayAudioClip(hitSound, vfx);
|
||||
MusicController.Instance.PlayAudioClip(tmpThis1.hitSound, vfx);
|
||||
ball.transform.DOKill();
|
||||
Object.Destroy(ball);
|
||||
});
|
||||
return ball;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
@ -5,6 +5,7 @@
|
||||
"com.unity.ads": "3.7.1",
|
||||
"com.unity.analytics": "3.5.3",
|
||||
"com.unity.collab-proxy": "1.7.1",
|
||||
"com.unity.device-simulator": "3.0.3-preview",
|
||||
"com.unity.ide.rider": "2.0.7",
|
||||
"com.unity.ide.visualstudio": "2.0.11",
|
||||
"com.unity.ide.vscode": "1.2.4",
|
||||
|
@ -39,6 +39,13 @@
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.device-simulator": {
|
||||
"version": "3.0.3-preview",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ext.nunit": {
|
||||
"version": "1.0.6",
|
||||
"depth": 1,
|
||||
|
@ -12,11 +12,11 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_EnablePreviewPackages: 0
|
||||
m_EnablePreviewPackages: 1
|
||||
m_EnablePackageDependencies: 0
|
||||
m_AdvancedSettingsExpanded: 1
|
||||
m_ScopedRegistriesSettingsExpanded: 1
|
||||
oneTimeWarningShown: 0
|
||||
oneTimeWarningShown: 1
|
||||
m_Registries:
|
||||
- m_Id: main
|
||||
m_Name:
|
||||
|
File diff suppressed because one or more lines are too long
Loading…
x
Reference in New Issue
Block a user