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https://github.com/ConjureETS/VZ.git
synced 2026-03-24 02:11:15 +00:00
- Added Squad script (not done)
- Updated Unit Hp property - Added functions - addHuman - AddSoldier - healSquad( unit humanUnit ) - abandonUnits( int nbUnits ) - removeHuman( Unit humanUnit ) - removeSoldier( Unit soldierUnit ) - transformHuman() (not done)
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95
Assets/Scripts/Squad.cs
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95
Assets/Scripts/Squad.cs
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@ -0,0 +1,95 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class Squad : Unit
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{
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/// <summary>
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/// List of non attackable units.
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/// </summary>
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private List<Unit> humans;
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/// <summary>
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/// List of attackable units.
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/// </summary>
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private List<Unit> soldiers;
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// Use this for initialization
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void Start ()
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{
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humans = new List<Unit>();
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soldiers = new List<Unit>();
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}
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// Update is called once per frame
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void Update ()
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{
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// TODO execute movement command
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// TODO Check if all the units are dead
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// if yes destroy
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if (soldiers.Count == 0)
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{
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// then we destroy the squad
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DestroyUnit();
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}
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}
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void addHuman(Unit humanUnit)
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{
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humans.Add(humanUnit);
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}
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void addSoldier(Unit soldierUnit)
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{
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soldiers.Add(soldierUnit);
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}
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/// <summary>
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/// Dispose of a human unit and heal all the soldiers with a percentage depending
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/// of the number of remaining soldiers.
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/// </summary>
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/// <param name="humanUnit">The human to dispose</param>
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void healSquad(Unit humanUnit )
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{
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var percentageOfHpToHeal = ( humanUnit.Hp / soldiers.Count );
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foreach (var soldier in soldiers)
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{
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soldier.Hp += soldier.Hp * ( 1 + percentageOfHpToHeal );
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}
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// dispose of the human unit
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removeHuman(humanUnit);
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}
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/// <summary>
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/// Abandon a specified amount of units.
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/// </summary>
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/// <param name="nbUnits">The number of units to abandon</param>
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void AbandonUnits(int nbUnits)
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{
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humans.RemoveRange(0,nbUnits);
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}
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/// <summary>
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/// Remove the selected soldier from the unit list.
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/// </summary>
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/// <param name="soldierUnit">the corresponding soldier that we want to remove</param>
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void removeSoldier(Unit soldierUnit)
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{
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soldiers.Remove(soldierUnit);
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}
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/// <summary>
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/// Remove the selected human from the human list.
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/// </summary>
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/// <param name="humanUnit">the corresponding human that we want to remove</param>
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void removeHuman(Unit humanUnit)
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{
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humans.Remove(humanUnit);
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}
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void transformHuman()
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{
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}
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}
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12
Assets/Scripts/Squad.cs.meta
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12
Assets/Scripts/Squad.cs.meta
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fileFormatVersion: 2
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guid: 03db9d7aaef4ee545971f18bb90ceadb
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timeCreated: 1439412250
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -9,17 +9,17 @@ public class Unit : MonoBehaviour
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private LinkedList<Command> commandList;
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public int defaultHp = 250;
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public int defaultAttack = 100;
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private int _hp; // the unit hp
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// Use this for initialization
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void Start ()
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{
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// initialize default hp
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//Hp = defaultHp;
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Hp = defaultHp;
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// initialize default attack
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Attack = defaultAttack;
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// initialize default team
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// initialize default specie
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isDead = false;
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IsDead = false;
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}
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/// <summary>
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@ -41,17 +41,39 @@ public class Unit : MonoBehaviour
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/// </summary>
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protected void DestroyUnit()
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{
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//TODO First play dead animation
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// then destroy the game object
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Destroy(this.transform.gameObject);
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}
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#region Unit properties
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public int Hp { get; set; }
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public int Hp
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{
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get { return _hp; }
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set
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{
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if (Hp < 0)
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{
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_hp = 0;
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IsDead = true;
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}
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else if (value > defaultHp)
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{
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_hp = defaultHp;
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}
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else
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{
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_hp = value;
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}
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}
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}
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public int Attack { get; set; }
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//public bool isAlly { get; set; }
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//public bool isHuman { get; set; }
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public bool isDead { get; set; }
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public bool IsDead { get; set; }
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public String Tag
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{
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@ -17,13 +17,13 @@ public class VampireUnit : Unit
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Attack = defaultAttack;
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// initialize default team
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// initialize default specie
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isDead = false;
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IsDead = false;
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}
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// Update is called once per frame
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void Update ()
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{
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if (isDead)
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if (IsDead)
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{
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// TODO play dead animation before destroying unit
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DestroyUnit();
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@ -58,17 +58,10 @@ public class VampireUnit : Unit
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void AttackEnemy(Unit unit)
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{
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//TODO improve this method to compute the reduce of hp, etc...
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if (unit.Hp <= 0)
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{
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unit.isDead = true;
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}
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else
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{
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// compute the amount of hp reduced to this unit
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unit.Hp -= Attack; // we remove some hp of the unit that was
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// compute the amount of hp reduced to this unit
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unit.Hp -= Attack; // we remove some hp of the unit that was
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Debug.Log("Attacked the ennemy : " + unit.Tag);
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}
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Debug.Log("Attacked the ennemy : " + unit.Tag);
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}
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void OnTriggerEnter(Collider collider)
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@ -17,13 +17,13 @@ public class ZombieUnit : Unit
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Attack = defaultAttack;
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// initialize default team
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// initialize default specie
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isDead = false;
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IsDead = false;
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}
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// Update is called once per frame
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void Update()
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{
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if (isDead)
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if (IsDead)
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{
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// TODO play dead animation before destroying unit
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DestroyUnit();
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@ -56,17 +56,11 @@ public class ZombieUnit : Unit
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}
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void AttackEnemy(Unit unit)
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{
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if (unit.Hp <= 0)
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{
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unit.isDead = true;
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}
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else
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{
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// compute the amount of hp reduced to this unit
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unit.Hp -= Attack; // we remove some hp of the unit that was
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// compute the amount of hp reduced to this unit
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unit.Hp -= Attack; // we remove some hp of the unit that was
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Debug.Log("Attacked the ennemy : " + unit.Tag);
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}
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Debug.Log("Attacked the ennemy : " + unit.Tag);
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}
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void OnTriggerEnter(Collider collider)
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