added infinite mana, magnet, stakes, fixed inventory after respawn
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|
||||
- item: {fileID: 11400000, guid: 99c322c98b2d2eb4a8af928bb6469294, type: 2}
|
||||
_spawnChance: 0.622
|
||||
- item: {fileID: 11400000, guid: e32a04374dd43c34b8d0449d54fa1f19, type: 2}
|
||||
_spawnChance: 0.476
|
||||
- item: {fileID: 11400000, guid: 133e523fdd159754e8bf8927faec5b0f, type: 2}
|
||||
_spawnChance: 0.833
|
||||
- item: {fileID: 11400000, guid: 133e523fdd159754e8bf8927faec5b0f, type: 2}
|
||||
|
@ -20,8 +20,8 @@ MonoBehaviour:
|
||||
z: 4
|
||||
unitPrefa: {fileID: 7527582019267571087, guid: f102085e8bc4cad4992d43b84dee1055, type: 3}
|
||||
color: 3
|
||||
manaRegen: 1000
|
||||
maxMana: 1000
|
||||
manaRegen: 10
|
||||
maxMana: 100
|
||||
maxHP: 100
|
||||
inventoryCapacity: 4
|
||||
- isPlayer: 0
|
||||
|
@ -51,10 +51,17 @@ namespace GameUI
|
||||
|
||||
private void SwitchButton(Button button)
|
||||
{
|
||||
if(button == null)
|
||||
return;
|
||||
button.onClick.RemoveAllListeners();
|
||||
button.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
OnBuildingInvoked = null;
|
||||
}
|
||||
|
||||
public void PickUpItem(Item Item)
|
||||
{
|
||||
var button = Item.Type switch
|
||||
@ -86,15 +93,15 @@ namespace GameUI
|
||||
OnBuildingInvoked?.Invoke(_unit, building);
|
||||
break;
|
||||
case CaptureAbility ability:
|
||||
ability.Invoke((u) => SwitchButton(button));
|
||||
ability.Invoke((u) => SwitchButton(button), _unit);
|
||||
OnBuildingInvoked?.Invoke(_unit, ability);
|
||||
break;
|
||||
case SpecialWeapon specialWeapon:
|
||||
specialWeapon.Invoke((u) => SwitchButton(button));
|
||||
specialWeapon.Invoke((u) => SwitchButton(button), _unit);
|
||||
OnBuildingInvoked?.Invoke(_unit,specialWeapon);
|
||||
break;
|
||||
case SwitchingPlaces switchingPlaces:
|
||||
switchingPlaces.Invoke((u) => SwitchButton(button));
|
||||
switchingPlaces.Invoke((u) => SwitchButton(button), _unit);
|
||||
OnBuildingInvoked?.Invoke(_unit, switchingPlaces);
|
||||
break;
|
||||
}
|
||||
|
@ -124,8 +124,7 @@ namespace HexFiled
|
||||
|
||||
HexManager.UnitCurrentCell
|
||||
.Where(cells
|
||||
=> HexManager.CellByColor[cells.Key].Count < 3
|
||||
|| (cells.Value.cell == this && cells.Value.unit.Color != Color))
|
||||
=> HexManager.CellByColor[cells.Key].Count < 3 && !cells.Value.unit.IsStaned)
|
||||
.Select(cells => cells.Value.unit)
|
||||
.ToList().ForEach(x => x.Death());
|
||||
|
||||
|
@ -49,6 +49,7 @@ namespace HexFiled
|
||||
|
||||
if (neighbour.Color != UnitColor.Grey
|
||||
&& HexManager.UnitCurrentCell.TryGetValue(neighbour.Color, out var unit)
|
||||
&& !unit.unit.IsStaned
|
||||
&& hexByColorDict.TryGetValue(neighbour.Color, out var cells)
|
||||
&& cells.Count >= 2 && cells.Count < 6)
|
||||
{
|
||||
|
@ -10,7 +10,8 @@ namespace Items
|
||||
Attack,
|
||||
Defence,
|
||||
Heal,
|
||||
Magnet
|
||||
Magnet,
|
||||
Mana
|
||||
}
|
||||
|
||||
[CreateAssetMenu(fileName = "BonusItem", menuName = "Item/Bonus")]
|
||||
|
@ -10,13 +10,12 @@ namespace Items
|
||||
public class Building : Item
|
||||
{
|
||||
[SerializeField] private GameObject buildingPrefab;
|
||||
private Action<Unit> _action;
|
||||
[SerializeField] private bool isVisiting = false;
|
||||
|
||||
|
||||
public void Invoke(Action<Unit> action)
|
||||
{
|
||||
if(_action != null) return;
|
||||
_action = action;
|
||||
OnItemUsed += _action;
|
||||
OnItemUsed += action;
|
||||
}
|
||||
|
||||
|
||||
@ -26,11 +25,14 @@ namespace Items
|
||||
var obj = Instantiate(buildingPrefab,
|
||||
cell.transform.position + buildingPrefab.transform.position, Quaternion.identity);
|
||||
obj.GetComponent<ISetUp>().SetUp(unit);
|
||||
|
||||
cell.Building = buildingPrefab;
|
||||
cell.BuildingInstance = obj;
|
||||
if (!isVisiting)
|
||||
{
|
||||
cell.Building = buildingPrefab;
|
||||
cell.BuildingInstance = obj;
|
||||
}
|
||||
|
||||
OnItemUsed.Invoke(unit);
|
||||
OnItemUsed = _action;
|
||||
OnItemUsed = null;
|
||||
}
|
||||
}
|
||||
}
|
@ -29,21 +29,21 @@ namespace Items
|
||||
|
||||
|
||||
|
||||
public void Invoke(Action<Unit> action)
|
||||
public void Invoke(Action<Unit> action, Unit unit)
|
||||
{
|
||||
OnItemUsed ??= action;
|
||||
|
||||
if(_aimInstance == null)
|
||||
_aimInstance = Object.Instantiate(aimCanvas, Unit.Instance.transform);
|
||||
_aimInstance = Object.Instantiate(aimCanvas, unit.Instance.transform);
|
||||
_aimInstance.SetActive(false);
|
||||
}
|
||||
|
||||
public void Aim(HexDirection direction)
|
||||
public void Aim(HexDirection direction, Unit unit)
|
||||
{
|
||||
if(_aimInstance == null)
|
||||
_aimInstance = Object.Instantiate(aimCanvas, Unit.Instance.transform);
|
||||
_aimInstance = Object.Instantiate(aimCanvas, unit.Instance.transform);
|
||||
_aimInstance.SetActive(true);
|
||||
_aimInstance.transform.LookAt(HexManager.UnitCurrentCell[Unit.Color].cell
|
||||
_aimInstance.transform.LookAt(HexManager.UnitCurrentCell[unit.Color].cell
|
||||
.GetNeighbor(direction).transform);
|
||||
_direction = direction;
|
||||
}
|
||||
@ -55,9 +55,9 @@ namespace Items
|
||||
|
||||
private void DoPaint(Unit unit)
|
||||
{
|
||||
Unit.UseItem(this);
|
||||
var cell = HexManager.UnitCurrentCell[Unit.Color].cell.GetNeighbor(_direction);
|
||||
cell.PaintHex(Unit.Color);
|
||||
unit.UseItem(this);
|
||||
var cell = HexManager.UnitCurrentCell[unit.Color].cell.GetNeighbor(_direction);
|
||||
cell.PaintHex(unit.Color);
|
||||
bool keepGoing = true;
|
||||
var moveDir = _direction;
|
||||
itterationMove.ForEach(dir =>
|
||||
@ -80,13 +80,13 @@ namespace Items
|
||||
}
|
||||
|
||||
cell = cell.GetNeighbor(_direction);
|
||||
cell.PaintHex(Unit.Color);
|
||||
cell.PaintHex(unit.Color);
|
||||
});
|
||||
|
||||
OnItemUsed?.Invoke(unit);
|
||||
|
||||
|
||||
Unit.UnitView.AnimActionDic[animName] -= DoPaint;
|
||||
unit.UnitView.AnimActionDic[animName] -= DoPaint;
|
||||
OnItemUsed = null;
|
||||
}
|
||||
|
||||
@ -98,7 +98,7 @@ namespace Items
|
||||
(cell.transform.position - unit.Instance.transform.position).normalized.z));
|
||||
unit.Animator.SetTrigger(animName);
|
||||
_aimInstance.SetActive(false);
|
||||
unit.SetCell(_direction);
|
||||
unit.SetCell(cell);
|
||||
unit.UnitView.AnimActionDic[animName] += DoPaint;
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
using DefaultNamespace;
|
||||
using DG.Tweening;
|
||||
using HexFiled;
|
||||
using Items.ItemViews;
|
||||
using Units;
|
||||
@ -55,9 +56,12 @@ namespace Items
|
||||
|
||||
public virtual void PickUp(Unit unit)
|
||||
{
|
||||
|
||||
unit.PickUpItem(this);
|
||||
Despawn();
|
||||
_instance.transform.DOMove(unit.UnitView.transform.position, 0.1f).OnComplete(() =>
|
||||
{
|
||||
unit.PickUpItem(this);
|
||||
Despawn();
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
public void Despawn()
|
||||
|
@ -28,14 +28,7 @@ namespace Items.ItemViews
|
||||
{
|
||||
transform.DORotate(transform.rotation.eulerAngles + new Vector3(0, 10, 0), 0.1f)
|
||||
.SetEase(Ease.InQuad)
|
||||
.SetLoops(-1, LoopType.Incremental)
|
||||
.OnUpdate(() =>
|
||||
{
|
||||
if (pickedUp)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
});
|
||||
.SetLoops(-1, LoopType.Incremental);
|
||||
}
|
||||
}
|
||||
}
|
55
Assets/Scripts/Items/ItemViews/StakeView.cs
Normal file
55
Assets/Scripts/Items/ItemViews/StakeView.cs
Normal file
@ -0,0 +1,55 @@
|
||||
using System.Threading.Tasks;
|
||||
using DefaultNamespace;
|
||||
using Units;
|
||||
using UnityEngine;
|
||||
using Weapons;
|
||||
|
||||
namespace Items.ItemViews
|
||||
{
|
||||
public class StakeView : MonoBehaviour, ISetUp
|
||||
{
|
||||
[SerializeField] private int instanceDamage;
|
||||
[SerializeField] private int timingDamage;
|
||||
[SerializeField] private int time;
|
||||
[SerializeField] private GameObject catchVfx;
|
||||
[SerializeField] private GameObject destroed;
|
||||
private Unit _unit;
|
||||
|
||||
public void SetUp(Unit unit)
|
||||
{
|
||||
_unit = unit;
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collisionInfo)
|
||||
{
|
||||
var unit = collisionInfo.gameObject.GetComponent<UnitView>();
|
||||
var weapon = collisionInfo.gameObject.GetComponent<WeaponView>();
|
||||
if (unit != null && unit.Color != _unit.Color)
|
||||
{
|
||||
unit.OnHit.Invoke(instanceDamage);
|
||||
StartDamage(unit);
|
||||
VFXController.Instance.PlayEffect(catchVfx, transform);
|
||||
}
|
||||
|
||||
if (weapon != null && weapon.Unit.Color != _unit.Color)
|
||||
{
|
||||
VFXController.Instance.PlayEffect(destroed, transform.position);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
private async void StartDamage(UnitView unit)
|
||||
{
|
||||
for (int i = 0; i < time; i++)
|
||||
{
|
||||
await DoTimingDamage(unit);
|
||||
}
|
||||
}
|
||||
|
||||
private async Task DoTimingDamage(UnitView unit)
|
||||
{
|
||||
await Task.Delay(1000);
|
||||
unit.OnHit.Invoke(timingDamage);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Items/ItemViews/StakeView.cs.meta
Normal file
11
Assets/Scripts/Items/ItemViews/StakeView.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e951bed62e4063d40a1d67d75554b062
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -59,7 +59,7 @@ public class TowerView : MonoBehaviour, ISetUp
|
||||
private IEnumerator Shot()
|
||||
{
|
||||
var direction = DirectionHelper.DirectionTo(transform.position, _target.transform.position);
|
||||
weapon.Fire(transform, new Vector2(direction.x, direction.z));
|
||||
weapon.Fire(transform, new Vector2(direction.x, direction.z), HexManager.UnitCurrentCell[_color].unit);
|
||||
while (_target != null)
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(weapon.reloadTime);
|
||||
@ -69,7 +69,7 @@ public class TowerView : MonoBehaviour, ISetUp
|
||||
}
|
||||
|
||||
direction = DirectionHelper.DirectionTo(transform.position, _target.transform.position);
|
||||
weapon.Fire(transform, new Vector2(direction.x, direction.z));
|
||||
weapon.Fire(transform, new Vector2(direction.x, direction.z), HexManager.UnitCurrentCell[_color].unit);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -19,19 +19,19 @@ namespace Items
|
||||
private GameObject _aimInstance;
|
||||
private HexDirection _direction;
|
||||
|
||||
public void Invoke(Action<Unit> action)
|
||||
public void Invoke(Action<Unit> action, Unit unit)
|
||||
{
|
||||
OnItemUsed ??= action;
|
||||
|
||||
if(_aimInstance == null || !_aimInstance.activeSelf)
|
||||
_aimInstance = Object.Instantiate(_aimGameObject, Unit.Instance.transform);
|
||||
_aimInstance = Object.Instantiate(_aimGameObject, unit.Instance.transform);
|
||||
_aimInstance.SetActive(false);
|
||||
}
|
||||
|
||||
public void Aim(HexDirection direction)
|
||||
public void Aim(HexDirection direction, Unit unit)
|
||||
{
|
||||
_aimInstance.SetActive(true);
|
||||
_aimInstance.transform.LookAt(HexManager.UnitCurrentCell[Unit.Color].cell
|
||||
_aimInstance.transform.LookAt(HexManager.UnitCurrentCell[unit.Color].cell
|
||||
.GetNeighbor(direction).transform);
|
||||
_direction = direction;
|
||||
}
|
||||
@ -52,7 +52,7 @@ namespace Items
|
||||
_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));
|
||||
_weapon.Fire(unit.Instance.transform, new Vector2(dir.x, dir.z), unit);
|
||||
TimerHelper.Instance.StartTimer(() =>
|
||||
{
|
||||
_weapon.DestroyBall();
|
||||
|
@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using DefaultNamespace;
|
||||
using HexFiled;
|
||||
using Units;
|
||||
using UnityEngine;
|
||||
@ -11,43 +12,77 @@ namespace Items
|
||||
{
|
||||
[SerializeField] private GameObject aimCanvas;
|
||||
[SerializeField] private LayerMask _layerMask;
|
||||
[SerializeField] private float time;
|
||||
private GameObject _aimInstance;
|
||||
private HexDirection _direction;
|
||||
private Unit chosenUnit;
|
||||
|
||||
public void Invoke(Action<Unit> action)
|
||||
|
||||
public void Invoke(Action<Unit> action, Unit unit)
|
||||
{
|
||||
if (!unit.IsPlayer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
OnItemUsed ??= action;
|
||||
|
||||
if (_aimInstance == null)
|
||||
_aimInstance = Object.Instantiate(aimCanvas, Unit.Instance.transform);
|
||||
_aimInstance = Object.Instantiate(aimCanvas, unit.Instance.transform);
|
||||
_aimInstance.SetActive(false);
|
||||
}
|
||||
|
||||
public void Aim(Vector2 direction)
|
||||
public void Aim(Vector2 direction, Unit unit, out Unit chosenUnit)
|
||||
{
|
||||
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 (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);
|
||||
}
|
||||
|
||||
|
||||
RaycastHit hit;
|
||||
Ray ray = new Ray(Unit.Instance.transform.position + new Vector3(0, 1f, 0),
|
||||
Ray ray = new Ray(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;
|
||||
}
|
||||
|
||||
|
||||
else
|
||||
{
|
||||
chosenUnit = null;
|
||||
}
|
||||
|
||||
Debug.DrawRay(ray.origin,
|
||||
ray.direction * hit.distance, UnityEngine.Color.red);
|
||||
}
|
||||
|
||||
|
||||
public void UseAbility(Unit unit, Unit chosenUnit)
|
||||
{
|
||||
unit.UseItem(this);
|
||||
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);
|
||||
TimerHelper.Instance.StartTimer(() =>
|
||||
{
|
||||
chosenUnit.SetCell(choseUnitCell, true, true);
|
||||
unit.SetCell(unitCell, true);
|
||||
chosenUnit.IsStaned = false;
|
||||
chosenUnit.IsBusy = false;
|
||||
}, time);
|
||||
}
|
||||
|
||||
public void DeAim()
|
||||
{
|
||||
_aimInstance.SetActive(false);
|
||||
|
@ -30,6 +30,7 @@ namespace Chars
|
||||
private Item _itemToPlace;
|
||||
private HexCell _cellToPlace;
|
||||
|
||||
private Unit chosenUnit;
|
||||
private int _aimCount = 0;
|
||||
|
||||
public PlayerControl(Unit unit, PlayerControlView joyView, PlayerInventoryView inventoryView)
|
||||
@ -88,6 +89,9 @@ namespace Chars
|
||||
case SpecialWeapon weapon:
|
||||
weapon.Fire(_unit);
|
||||
break;
|
||||
case SwitchingPlaces switchingPlaces:
|
||||
switchingPlaces.UseAbility(_unit, chosenUnit);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -154,14 +158,18 @@ namespace Chars
|
||||
ability.DeAim();
|
||||
return;
|
||||
}
|
||||
ability.Aim(DirectionHelper.VectorToDirection(placeDir.normalized));
|
||||
ability.Aim(DirectionHelper.VectorToDirection(placeDir.normalized), _unit);
|
||||
_aimCount = 1;
|
||||
break;
|
||||
case SpecialWeapon weapon:
|
||||
weapon.Aim(DirectionHelper.VectorToDirection(placeDir.normalized));
|
||||
weapon.Aim(DirectionHelper.VectorToDirection(placeDir.normalized), _unit);
|
||||
break;
|
||||
case SwitchingPlaces switchingPlaces:
|
||||
switchingPlaces.Aim(placeDir.normalized);
|
||||
switchingPlaces.Aim(placeDir.normalized, _unit, out var unit);
|
||||
if (unit != null)
|
||||
{
|
||||
chosenUnit = unit;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -190,6 +198,10 @@ namespace Chars
|
||||
case SpecialWeapon weapon:
|
||||
weapon.DeAim();
|
||||
break;
|
||||
case SwitchingPlaces place:
|
||||
place.DeAim();
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -17,7 +17,6 @@ namespace Units
|
||||
{
|
||||
public class Unit
|
||||
{
|
||||
private bool _isAlive;
|
||||
private GameObject _instance;
|
||||
private List<Item> _inventory;
|
||||
private List<Item> _inventoryDefence;
|
||||
@ -26,39 +25,39 @@ namespace Units
|
||||
private HexGrid _hexGrid;
|
||||
public event Action<Unit> OnPlayerSpawned;
|
||||
private Animator _animator;
|
||||
private UnitView _unitView;
|
||||
private bool _isBusy;
|
||||
private UnitInfo _data;
|
||||
private int _hp;
|
||||
private int _mana;
|
||||
private Weapon _weapon;
|
||||
private Vector2 _direction;
|
||||
|
||||
private bool _isHardToCapture;
|
||||
private bool _isCapturing;
|
||||
private bool _isInfiniteMana;
|
||||
|
||||
private int _defenceBonus;
|
||||
private Camera _camera;
|
||||
|
||||
private UnitColor _easyCaptureColor;
|
||||
|
||||
public bool IsStaned;
|
||||
public int AttackBonus => _weapon.modifiedDamage - _weapon.damage;
|
||||
|
||||
|
||||
public int DefenceBonus => _defenceBonus;
|
||||
|
||||
public bool IsBusy
|
||||
{
|
||||
get => _isBusy;
|
||||
set => _isBusy = value;
|
||||
}
|
||||
public bool IsBusy { get; set; }
|
||||
|
||||
public UnitView UnitView => _unitView;
|
||||
public bool IsAlive => _isAlive;
|
||||
public UnitView UnitView { get; private set; }
|
||||
|
||||
public bool IsAlive { get; private set; }
|
||||
|
||||
public bool IsHardToCapture { get; private set; }
|
||||
|
||||
public bool IsHardToCapture => _isHardToCapture;
|
||||
|
||||
public UnitColor Color => _data.color;
|
||||
public int InventoryCapacity => _data.inventoryCapacity;
|
||||
public event Action<Item> OnItemPickUp;
|
||||
public event Action<Unit> OnDeath;
|
||||
public BarCanvas BarCanvas => _unitView.BarCanvas;
|
||||
public BarCanvas BarCanvas => UnitView.BarCanvas;
|
||||
public GameObject Instance => _instance;
|
||||
public UnitInfo Data => _data;
|
||||
public int Mana => _mana;
|
||||
@ -66,7 +65,7 @@ namespace Units
|
||||
public List<Item> Inventory => _inventory;
|
||||
public List<Item> InventoryDefence => _inventoryDefence;
|
||||
public Weapon Weapon => _weapon;
|
||||
|
||||
public bool IsPlayer => _data.isPlayer;
|
||||
public Animator Animator => _animator;
|
||||
|
||||
|
||||
@ -75,11 +74,12 @@ namespace Units
|
||||
_camera = Camera.main;
|
||||
_weapon = weapon;
|
||||
_data = unitData;
|
||||
_isAlive = false;
|
||||
IsAlive = false;
|
||||
_hexGrid = hexGrid;
|
||||
_isBusy = false;
|
||||
_isHardToCapture = false;
|
||||
IsBusy = false;
|
||||
IsHardToCapture = false;
|
||||
_isCapturing = false;
|
||||
_easyCaptureColor = UnitColor.Grey;
|
||||
}
|
||||
|
||||
public void SetUpBonus(float duration, int value, BonusType type)
|
||||
@ -97,7 +97,14 @@ namespace Units
|
||||
case BonusType.Heal:
|
||||
break;
|
||||
case BonusType.Magnet:
|
||||
|
||||
var col = UnitView.gameObject.GetComponent<CapsuleCollider>();
|
||||
var defRadius = col.radius;
|
||||
col.radius = value * HexGrid.HexDistance;
|
||||
TimerHelper.Instance.StartTimer(() => col.radius = defRadius, duration);
|
||||
break;
|
||||
case BonusType.Mana:
|
||||
_isInfiniteMana = true;
|
||||
TimerHelper.Instance.StartTimer(() => _isInfiniteMana = false, duration);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
@ -112,28 +119,30 @@ namespace Units
|
||||
{
|
||||
return;
|
||||
}
|
||||
_isBusy = false;
|
||||
_isHardToCapture = false;
|
||||
_unitView.StopHardCapture();
|
||||
|
||||
IsBusy = false;
|
||||
IsHardToCapture = false;
|
||||
UnitView.StopHardCapture();
|
||||
Move(dir);
|
||||
}
|
||||
|
||||
public void Move(HexDirection direction)
|
||||
{
|
||||
if ( _cell.GetNeighbor(direction) == null || _cell.GetNeighbor(direction).BuildingInstance !=null || _isBusy || _isHardToCapture ||
|
||||
if (_cell.GetNeighbor(direction) == null || _cell.GetNeighbor(direction).BuildingInstance != null ||
|
||||
IsBusy || IsHardToCapture ||
|
||||
(_cell.GetNeighbor(direction).Color != Color
|
||||
&& HexManager.UnitCurrentCell.TryGetValue(_cell.GetNeighbor(direction).Color, out var value)
|
||||
&& value.cell.Equals(_cell.GetNeighbor(direction)))) return;
|
||||
|
||||
|
||||
if (_cell.GetNeighbor(direction).Color == _data.color)
|
||||
if (_cell.GetNeighbor(direction).Color == _data.color || _cell.GetNeighbor(direction).Color == _easyCaptureColor)
|
||||
{
|
||||
DoTransit(direction);
|
||||
}
|
||||
else if (_cell.GetNeighbor(direction).Color != UnitColor.Grey)
|
||||
{
|
||||
if (_mana - _hexGrid.HexHardCaptureCost <= 0) return;
|
||||
_isHardToCapture = true;
|
||||
IsHardToCapture = true;
|
||||
DoTransit(direction);
|
||||
}
|
||||
|
||||
@ -146,41 +155,69 @@ namespace Units
|
||||
|
||||
private void DoTransit(HexDirection direction)
|
||||
{
|
||||
_isBusy = true;
|
||||
IsBusy = true;
|
||||
_isCapturing = _data.color != _cell.GetNeighbor(direction).Color;
|
||||
_cell = _cell.GetNeighbor(direction);
|
||||
HexManager.UnitCurrentCell[_data.color] = (_cell, this);
|
||||
RotateUnit(new Vector2((_cell.transform.position - _instance.transform.position).normalized.x,
|
||||
(_cell.transform.position - _instance.transform.position).normalized.z));
|
||||
_animator.SetTrigger("Move");
|
||||
_animator.SetBool("isMoving", _isBusy);
|
||||
_animator.SetBool("isMoving", IsBusy);
|
||||
_instance.transform.DOMove(_cell.transform.position, _animLength.Move);
|
||||
}
|
||||
|
||||
public void SetCell(HexDirection direction)
|
||||
public void SetCell(HexCell cell, bool isInstanceTrans = false, bool isPaintingHex = false)
|
||||
{
|
||||
_isBusy = true;
|
||||
_cell = _cell.GetNeighbor(direction);
|
||||
_instance.transform.DOMove(_cell.transform.position, _animLength.SuperJump)
|
||||
.OnComplete(() => _isBusy = false);
|
||||
_cell = cell;
|
||||
HexManager.UnitCurrentCell[Color] = (cell, this);
|
||||
if (!isInstanceTrans)
|
||||
{
|
||||
IsBusy = true;
|
||||
_instance.transform.DOMove(_cell.transform.position, _animLength.SuperJump)
|
||||
.OnComplete(() => IsBusy = false);
|
||||
}
|
||||
else
|
||||
{
|
||||
_instance.transform.DOMove(_cell.transform.position, 0.5f).SetEase(Ease.Linear);
|
||||
}
|
||||
|
||||
if (isPaintingHex)
|
||||
{
|
||||
cell.PaintHex(Color, true);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void SetEasyColor(UnitColor color, float time)
|
||||
{
|
||||
_easyCaptureColor = color;
|
||||
if (time > 0f)
|
||||
{
|
||||
TimerHelper.Instance.StartTimer(() => _easyCaptureColor = UnitColor.Grey, time);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void CaptureHex()
|
||||
{
|
||||
if (_isHardToCapture)
|
||||
if (!_isInfiniteMana)
|
||||
{
|
||||
_mana -= _hexGrid.HexHardCaptureCost;
|
||||
}
|
||||
else
|
||||
{
|
||||
_mana -= _hexGrid.HexCaptureCost;
|
||||
}
|
||||
if (IsHardToCapture)
|
||||
{
|
||||
_mana -= _hexGrid.HexHardCaptureCost;
|
||||
}
|
||||
else
|
||||
{
|
||||
_mana -= _hexGrid.HexCaptureCost;
|
||||
}
|
||||
|
||||
UnitView.RegenMana();
|
||||
UnitView.RegenMana();
|
||||
}
|
||||
|
||||
UpdateBarCanvas();
|
||||
_isBusy = false;
|
||||
_isHardToCapture = false;
|
||||
IsBusy = false;
|
||||
IsHardToCapture = false;
|
||||
_cell.PaintHex(_data.color);
|
||||
}
|
||||
|
||||
@ -211,31 +248,27 @@ namespace Units
|
||||
|
||||
public void Spawn(HexCoordinates hexCoordinates, HexCell spawnCell = null)
|
||||
{
|
||||
if (!_isAlive)
|
||||
if (!IsAlive)
|
||||
{
|
||||
_cell = spawnCell != null ? spawnCell : _hexGrid.GetCellFromCoord(hexCoordinates);
|
||||
|
||||
|
||||
_cell.PaintHex(_data.color, true);
|
||||
_cell.GetListNeighbours().ForEach(x =>
|
||||
{
|
||||
x?.PaintHex(Color, true);
|
||||
|
||||
});
|
||||
_cell.GetListNeighbours().ForEach(x => { x?.PaintHex(Color, true); });
|
||||
_inventory = new List<Item>();
|
||||
_inventoryDefence = new List<Item>();
|
||||
|
||||
HexManager.UnitCurrentCell.Add(_data.color, (_cell, this));
|
||||
|
||||
_instance = Object.Instantiate(_data.unitPrefa, _cell.transform.parent);
|
||||
|
||||
|
||||
_instance.transform.localPosition = _cell.transform.localPosition;
|
||||
|
||||
_isAlive = true;
|
||||
IsAlive = true;
|
||||
_animator = _instance.GetComponent<Animator>();
|
||||
_unitView = _instance.AddComponent<UnitView>();
|
||||
UnitView = _instance.AddComponent<UnitView>();
|
||||
|
||||
|
||||
_unitView.SetUp(_weapon, RegenMana, _data.manaRegen, CaptureHex,
|
||||
|
||||
UnitView.SetUp(_weapon, RegenMana, _data.manaRegen, CaptureHex,
|
||||
this, _hexGrid.HardCaptureTime);
|
||||
SetAnimLength();
|
||||
MusicController.Instance.AddAudioSource(_instance);
|
||||
@ -244,7 +277,7 @@ namespace Units
|
||||
SetUpActions();
|
||||
_weapon.SetModifiedDamage(0);
|
||||
|
||||
_isBusy = false;
|
||||
IsBusy = false;
|
||||
OnPlayerSpawned?.Invoke(this);
|
||||
}
|
||||
}
|
||||
@ -271,15 +304,16 @@ namespace Units
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool PickUpItem(Item item)
|
||||
public void PickUpItem(Item item)
|
||||
{
|
||||
switch (item.Type)
|
||||
{
|
||||
@ -289,7 +323,6 @@ namespace Units
|
||||
_inventory.Add(item);
|
||||
OnItemPickUp?.Invoke(item);
|
||||
_cell.Item = null;
|
||||
return true;
|
||||
}
|
||||
|
||||
break;
|
||||
@ -299,16 +332,12 @@ namespace Units
|
||||
_inventoryDefence.Add(item);
|
||||
OnItemPickUp?.Invoke(item);
|
||||
_cell.Item = null;
|
||||
return true;
|
||||
}
|
||||
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void UseItem(Item item)
|
||||
@ -323,17 +352,17 @@ namespace Units
|
||||
|
||||
private void MoveEnd()
|
||||
{
|
||||
_isBusy = false;
|
||||
_animator.SetBool("isMoving", _isBusy);
|
||||
IsBusy = false;
|
||||
_animator.SetBool("isMoving", IsBusy);
|
||||
|
||||
if (!_isCapturing)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_isHardToCapture)
|
||||
if (IsHardToCapture)
|
||||
{
|
||||
_unitView.HardCaptureHex(_cell);
|
||||
UnitView.HardCaptureHex(_cell);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -343,7 +372,7 @@ namespace Units
|
||||
|
||||
private void AttackEnd()
|
||||
{
|
||||
_isBusy = false;
|
||||
IsBusy = false;
|
||||
UpdateBarCanvas();
|
||||
}
|
||||
|
||||
@ -352,15 +381,15 @@ namespace Units
|
||||
Aim(_direction);
|
||||
|
||||
|
||||
_weapon.Fire(_instance.transform, _direction);
|
||||
_weapon.Fire(_instance.transform, _direction, this);
|
||||
}
|
||||
|
||||
private void SetUpActions()
|
||||
{
|
||||
_unitView.OnStep += MoveEnd;
|
||||
_unitView.OnAttackEnd += AttackEnd;
|
||||
_unitView.OnAttack += Attacking;
|
||||
_unitView.OnHit += Damage;
|
||||
UnitView.OnStep += MoveEnd;
|
||||
UnitView.OnAttackEnd += AttackEnd;
|
||||
UnitView.OnAttack += Attacking;
|
||||
UnitView.OnHit += Damage;
|
||||
}
|
||||
|
||||
private void UpdateBarCanvas()
|
||||
@ -380,12 +409,12 @@ namespace Units
|
||||
|
||||
public void Death()
|
||||
{
|
||||
_unitView.OnStep -= MoveEnd;
|
||||
_unitView.OnAttackEnd -= AttackEnd;
|
||||
_unitView.OnAttack -= Attacking;
|
||||
_unitView.OnHit -= Damage;
|
||||
_isAlive = false;
|
||||
_isBusy = true;
|
||||
UnitView.OnStep -= MoveEnd;
|
||||
UnitView.OnAttackEnd -= AttackEnd;
|
||||
UnitView.OnAttack -= Attacking;
|
||||
UnitView.OnHit -= Damage;
|
||||
IsAlive = false;
|
||||
IsBusy = true;
|
||||
HexManager.UnitCurrentCell.Remove(Color);
|
||||
var hexToPaint = HexManager.CellByColor[Color];
|
||||
_animator.SetTrigger("Death");
|
||||
@ -394,7 +423,7 @@ namespace Units
|
||||
TimerHelper.Instance.StartTimer(() =>
|
||||
{
|
||||
HexManager.PaintHexList(hexToPaint, UnitColor.Grey);
|
||||
|
||||
|
||||
Object.Destroy(_instance);
|
||||
OnDeath?.Invoke(this);
|
||||
}, _animLength.Death);
|
||||
@ -407,15 +436,15 @@ namespace Units
|
||||
|
||||
public void StartAttack()
|
||||
{
|
||||
if (_isBusy || !_unitView.Shoot()) return;
|
||||
if (IsBusy || !UnitView.Shoot()) return;
|
||||
|
||||
_isBusy = true;
|
||||
IsBusy = true;
|
||||
if (_direction.Equals(Vector2.zero))
|
||||
{
|
||||
var enemy = AIManager.GetNearestUnit(_weapon.disnatce, this);
|
||||
if (enemy == null)
|
||||
_direction =
|
||||
new Vector2(_unitView.transform.forward.x, _unitView.transform.forward.z);
|
||||
new Vector2(UnitView.transform.forward.x, UnitView.transform.forward.z);
|
||||
else
|
||||
{
|
||||
var dir = DirectionHelper.DirectionTo(_instance.transform.position,
|
||||
@ -430,7 +459,7 @@ namespace Units
|
||||
|
||||
public void RotateUnit(Vector2 direction)
|
||||
{
|
||||
_unitView.transform.DOLookAt(new Vector3(direction.x, 0, direction.y) + _unitView.transform.position,
|
||||
UnitView.transform.DOLookAt(new Vector3(direction.x, 0, direction.y) + UnitView.transform.position,
|
||||
0.1f).onUpdate += () => BarCanvas.transform.LookAt(
|
||||
BarCanvas.transform.position + _camera.transform.rotation * Vector3.back,
|
||||
_camera.transform.rotation * Vector3.up);
|
||||
@ -438,8 +467,8 @@ namespace Units
|
||||
|
||||
public void Aim(Vector2 direction)
|
||||
{
|
||||
_unitView.AimCanvas.transform.LookAt(
|
||||
new Vector3(direction.x, 0, direction.y) + _unitView.transform.position);
|
||||
UnitView.AimCanvas.transform.LookAt(
|
||||
new Vector3(direction.x, 0, direction.y) + UnitView.transform.position);
|
||||
_direction = direction;
|
||||
}
|
||||
|
||||
@ -447,12 +476,12 @@ namespace Units
|
||||
{
|
||||
if (_cell.GetNeighbor(direction).Color != Color)
|
||||
{
|
||||
_unitView.AimCanvas.SetActive(false);
|
||||
UnitView.AimCanvas.SetActive(false);
|
||||
return null;
|
||||
}
|
||||
|
||||
var cell = _cell.GetNeighbor(direction);
|
||||
_unitView.AimCanvas.transform.LookAt(cell.transform);
|
||||
UnitView.AimCanvas.transform.LookAt(cell.transform);
|
||||
return cell;
|
||||
}
|
||||
|
||||
@ -473,7 +502,7 @@ namespace Units
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
_hp -= dmg;
|
||||
|
||||
UpdateBarCanvas();
|
||||
|
@ -35,6 +35,10 @@ namespace DefaultNamespace
|
||||
|
||||
public GameObject PlayEffect(GameObject effect, Transform parent)
|
||||
{
|
||||
if (effect == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
var obj = Object.Instantiate(effect, parent);
|
||||
obj.AddComponent<VFXView>();
|
||||
return obj;
|
||||
|
@ -2,6 +2,7 @@
|
||||
using DefaultNamespace;
|
||||
using DG.Tweening;
|
||||
using HexFiled;
|
||||
using Units;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
@ -29,7 +30,7 @@ namespace Weapons
|
||||
modifiedDamage = damage + bonus;
|
||||
}
|
||||
|
||||
public void Fire(Transform start, Vector2 direction)
|
||||
public void Fire(Transform start, Vector2 direction, Unit unit)
|
||||
{
|
||||
ball = Object.Instantiate(objectToThrow,
|
||||
start.forward + start.transform.position + new Vector3(0, 2),
|
||||
@ -37,7 +38,7 @@ namespace Weapons
|
||||
|
||||
MusicController.Instance.AddAudioSource(ball);
|
||||
MusicController.Instance.PlayAudioClip(shotSound, ball);
|
||||
ball.AddComponent<WeaponView>().SetWeapon(this);
|
||||
ball.AddComponent<WeaponView>().SetWeapon(this, unit);
|
||||
Weapon tmpThis = this;
|
||||
GameObject localBall = ball;
|
||||
localBall.transform.DOMove(new Vector3(direction.normalized.x,
|
||||
|
@ -1,3 +1,4 @@
|
||||
using Units;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Weapons
|
||||
@ -5,13 +6,12 @@ namespace Weapons
|
||||
public class WeaponView : MonoBehaviour
|
||||
{
|
||||
public Weapon Weapon { get; private set; }
|
||||
public Unit Unit { get; private set; }
|
||||
|
||||
public void SetWeapon(Weapon weapon)
|
||||
public void SetWeapon(Weapon weapon, Unit unit)
|
||||
{
|
||||
Weapon = weapon;
|
||||
Unit = unit;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
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Reference in New Issue
Block a user