diff --git a/Assets/Prefabs/VampireSquad.prefab b/Assets/Prefabs/VampireSquad.prefab
index d3a3522..de41e2d 100644
--- a/Assets/Prefabs/VampireSquad.prefab
+++ b/Assets/Prefabs/VampireSquad.prefab
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diff --git a/Assets/Scripts/CharacterBehavior.cs b/Assets/Scripts/CharacterBehavior.cs
index 090cdf5..0a052fa 100644
--- a/Assets/Scripts/CharacterBehavior.cs
+++ b/Assets/Scripts/CharacterBehavior.cs
@@ -18,7 +18,7 @@ public class CharacterBehavior : MonoBehaviour
private CapsuleCollider _col;
private Rigidbody _rb;
- // LerpSpeed vector
+ // CapturedLerpSpeed vector
private Vector3 _velocity;
// origin collider height
//
diff --git a/Assets/Scripts/Squad.cs b/Assets/Scripts/Squad.cs
index d65818b..cf5a7ff 100644
--- a/Assets/Scripts/Squad.cs
+++ b/Assets/Scripts/Squad.cs
@@ -7,68 +7,196 @@ using System.Linq;
public class Squad : Unit
{
#region class members
-
+ public float TimeBetweenAttacks = 0.5f;
+ public string TeamTag;
///
/// List of non attackable units.
///
- private List _humans;
+ public List Humans;
///
/// List of attackable units.
///
- private List _soldiers;
+ public List Soldiers;
+
+ private bool _playerInRange;
+ private Squad _enemySquad;
+ private float _timer;
- ///
- /// List of abandonned units. (this list is accessible for both teams)
- ///
- private List _abandonnedUnits;
-
- ///
- /// Index of the first soldier in the list.
- ///
- private int squadLeaderPosition;
-
///
/// The tag to assign for each soldiers in the squad
///
//protected String SquadTag;
-
+ private int _numberOfAliveSoldiers;
+
#endregion
+ #region Unity functions
// Use this for initialization
- void Awake ()
+ void Start ()
{
- _humans = new List();
- _soldiers = new List();
- _abandonnedUnits = new List();
+ Humans = new List();
+ Soldiers = new List();
+
+ InitializeSquad();
+ InitializeDefaultTagAndLayer();
+ CurrentHP = ComputeTotalHp();
+ // Debug.Log("Current Zomb HP " + CurrentHP);
+ Attack = ComputeAttackDamage();
+ _numberOfAliveSoldiers = ComputeNumberOfAliveSoldiers();
+ _enemySquad = null;
+ _timer = 0f;
}
-
+
+ //void Awake()
+ //{
+
+ /* InitializeSquad();
+ InitializeDefaultTagAndLayer();
+ CurrentHP = 255;
+ Debug.Log("Current HP" + CurrentHP) ;
+ Attack = ComputeAttackDamage();
+ _enemySquad = null;
+ _timer = 0f;*/
+ //}
// Update is called once per frame
- void Update ()
+ void Update ()
{
+ CurrentHP = ComputeTotalHp();
+ _numberOfAliveSoldiers = ComputeNumberOfAliveSoldiers();
+
+ _timer += Time.deltaTime;
+
+ if (_timer >= TimeBetweenAttacks && _playerInRange && !IsDead)
+ {
+ AttackEnemySquad(_enemySquad);
+ }
+
// TODO execute movement command
// TODO Check if all the units are dead
// if yes destroy
- if (_soldiers.Count == 0)
- {
- // first release all humans ...
- AbandonUnits(_humans.Count);
- // then we destroy the squad
- //DestroyUnit();
- IsDead = true;
- }
-
+
+ if (_numberOfAliveSoldiers > 0) return;
+ // first release all humans ...
+ AbandonUnits(Humans.Count);
+ // then we destroy the squad
+ //DestroyUnit();
+ IsDead = true;
}
+ void OnTriggerEnter(Collider collider)
+ {
+ if (IsDead) return;
+ //var objectTag = collider.gameObject;
+ // check if the game object have an attached Unit class
+ //switch(objectTag.GetType())
+ var unitComponent = collider.GetComponent();
+
+ if (unitComponent == null)
+ return;
+ // check if the unit is not a friendly one
+ if (this.Tag == unitComponent.Tag)
+ return;
+
+ if (unitComponent.Tag.Equals(TagLayerManager.Human))
+ {
+ if (unitComponent.IsCaptured)
+ {
+ return;
+ }
+ else
+ {
+ CaptureHuman(unitComponent);
+ }
+ }
+ else // we know that it's an enemy
+ {
+ if (unitComponent.IsDead)
+ return;
+ _playerInRange = true;
+ _enemySquad = collider.GetComponent();
+
+ /* try
+ {
+ AttackEnemySquad(unitComponent as Squad);
+ }
+ catch (InvalidCastException exception)
+ {
+ Debug.LogError(exception.ToString());
+ //throw;
+ }*/
+
+ }
+ }
+
+ void OnTriggerExit(Collider collider)
+ {
+ if (collider.gameObject.tag != Tag && collider.gameObject.tag != TagLayerManager.Human)
+ {
+ _playerInRange = false;
+ this.gameObject.GetComponent().PlayAttackAnimation(false);
+ _enemySquad = null;
+ // collider.GetComponent().PlayAttackAnimation(false);
+ }
+ }
+
+ #endregion
+
#region squad related functions
+
+ public int ComputeNumberOfAliveSoldiers()
+ {
+ // LINQ + Resharper FTW!!!!!
+ return Soldiers.Count(soldier => !soldier.IsDead);
+ }
+
///
/// Assign the corresponding squad tag to each soldiers.
///
protected void InitializeSquad()
{
- if (_soldiers.Count == 0)
+ if (Soldiers.Count == 0)
{
- this._soldiers.Add(this.gameObject.GetComponent());
+ this.Soldiers.Add(this.gameObject.GetComponent());
+ }
+ }
+
+ private void InitializeDefaultTagAndLayer()
+ {
+ try
+ {
+ if (this.TeamTag.Length == 0)
+ {
+ this.Tag = TagLayerManager.VampirePlayer;
+ this.Layer = TagLayerManager.VampireLayerIndex;
+ }
+ else
+ {
+ if (Tag.Equals(TagLayerManager.VampirePlayer))
+ {
+ this.Tag = TagLayerManager.VampirePlayer; // set the tag to player 1
+ this.Layer = TagLayerManager.VampireLayerIndex;
+ }
+ else
+ {
+ this.Tag = TagLayerManager.ZombiePlayer; // set the tag to player 2
+ this.Layer = TagLayerManager.ZombieLayerIndex;
+ }
+ }
+ }
+ catch (IndexOutOfRangeException ex)
+ {
+ Debug.LogError("Please set a vampire Tag, check the Tag & layers in the inspector!\n" + ex);
+ }
+
+ // set the tag and the layer of the gameObject to vampire
+ if (this.gameObject.tag != Tag)
+ {
+ this.gameObject.tag = Tag;
+ }
+ if (this.gameObject.layer != Layer)
+ {
+ this.gameObject.layer = Layer;
}
}
@@ -78,36 +206,17 @@ public class Squad : Unit
/// the human unit to add in the human unit list
void AddHuman(Unit humanUnit)
{
- _humans.Add(humanUnit);
+ Humans.Add(humanUnit);
}
///
- /// Add the human unit in the abandonned unit list.
+ /// Add the human unit in the abandoned unit list.
///
/// the soldier unit to add in the soldier unit list
void AddSoldier(Squad soldierUnit)
{
soldierUnit.IsCaptured = false;
- _soldiers.Add(soldierUnit);
- }
-
- ///
- /// Add the human unit in the abandonned unit list.
- ///
- /// the human to add in the abandonned unit list
- void AddAbandonnedHuman(Unit humanUnit)
- {
- humanUnit.IsCaptured = false;
- _abandonnedUnits.Add(humanUnit);
- }
-
- ///
- /// Remove the human unit from the abandonned unit list.
- ///
- /// the human unit to remove
- void RemoveAbandonnedHuman(Unit humanUnit)
- {
- _abandonnedUnits.Remove(humanUnit);
+ Soldiers.Add(soldierUnit);
}
///
@@ -118,11 +227,11 @@ public class Squad : Unit
public void HealSquad(Unit humanUnit)
{
- var percentageOfHpToHeal = ( humanUnit.Hp / _soldiers.Count );
+ var percentageOfHpToHeal = ( humanUnit.CurrentHP / Soldiers.Count );
- foreach (var soldier in _soldiers)
+ foreach (var soldier in Soldiers)
{
- soldier.Hp += soldier.Hp * ( 1 + percentageOfHpToHeal );
+ soldier.CurrentHP += soldier.CurrentHP * ( 1 + percentageOfHpToHeal );
}
humanUnit.GetComponent().PlayFetchedAnimation();
@@ -136,26 +245,28 @@ public class Squad : Unit
/// The number of units to abandon
public void AbandonUnits(int nbUnits)
{
- if (nbUnits <= _humans.Count)
+ if (nbUnits <= Humans.Count)
{
for (var i = 0; i < nbUnits; i++)
{
- // retreive the human at the specified index
- var humanUnit = _humans.ElementAt(i);
+ // retrieve the human at the specified index
+ var humanUnit = Humans.ElementAt(i);
// reassign the human attributes
humanUnit.Tag = TagLayerManager.Human;
humanUnit.Layer = TagLayerManager.HumanLayerIndex;
humanUnit.gameObject.GetComponent().useGravity = true;
- // add the human to the abandonned Unit list
- AddAbandonnedHuman(humanUnit);
- // remove the human from the humandUnit that was added to the abandonned unit list
+ // add the human to the abandoned Unit list
+ humanUnit.IsCaptured = false;
+ Debug.Log(string.Format("{0} has abandoned the unit {1}", this.gameObject.name, humanUnit.gameObject.name));
+
+ // remove the human from the humandUnit that was added to the abandoned unit list
RemoveHuman(humanUnit);
}
}
else
{
- Debug.LogError("Exceded the maximum numbers of units in the humans list!");
+ Debug.LogError("Exceeded the maximum numbers of units in the humans list!");
}
}
@@ -165,7 +276,7 @@ public class Squad : Unit
/// the corresponding soldier that we want to remove
void RemoveSoldier(Squad soldierUnit)
{
- _soldiers.Remove(soldierUnit);
+ Soldiers.Remove(soldierUnit);
}
///
@@ -174,7 +285,7 @@ public class Squad : Unit
/// the corresponding human that we want to remove
void RemoveHuman(Unit humanUnit)
{
- _humans.Remove(humanUnit);
+ Humans.Remove(humanUnit);
}
///
@@ -183,12 +294,12 @@ public class Squad : Unit
/// the number of humans to transform
public void TransformHuman(int nbHumans)
{
- if (nbHumans <= _humans.Count)
+ if (nbHumans <= Humans.Count)
{
for (var i = 0; i < nbHumans; i++)
{
- // retreive the human at the specified index
- var humanUnit = _humans.ElementAt(i);
+ // retrieve the human at the specified index
+ var humanUnit = Humans.ElementAt(i);
// remove the human from the human list
RemoveHuman(humanUnit);
@@ -196,8 +307,9 @@ public class Squad : Unit
// set the human tag to the same as the squad
humanUnit.Tag = Tag;
+ AddSoldier(humanUnit as Squad);
// AddSoldier((VampireSquad) humanUnit) ) (VampireSquad or ZombieSquad)
- if (Tag.Equals(TagLayerManager.VampirePlayer))
+ /*if (Tag.Equals(TagLayerManager.VampirePlayer))
{
// add the vampire to the soldier list
AddSoldier((VampireSquad) humanUnit);
@@ -206,12 +318,12 @@ public class Squad : Unit
{
// add the zombie to the soldier list
AddSoldier((ZombieSquad)humanUnit);
- }
+ }*/
}
}
else
{
- Debug.LogError("Exceded the maximum nb of humans in the humans list!");
+ Debug.LogError("Exceeded the maximum number of humans in the humans list!");
}
}
@@ -219,10 +331,12 @@ public class Squad : Unit
public void ReceiveDamage(int amountOfDamage)
{
// apply the damage to the first soldier in the list
- foreach (var soldier in _soldiers)
+ foreach (var soldier in Soldiers)
{
- soldier.Hp -= amountOfDamage;
+ //soldier.CurrentHP -= amountOfDamage;
+ soldier.TakeDamage(amountOfDamage);
Debug.Log(string.Format("{0} received {1} damage!", soldier.name, amountOfDamage));
+ Debug.Log(string.Format("{0} remaining hp : {1}", soldier.name, soldier.CurrentHP));
}
}
@@ -241,39 +355,54 @@ public class Squad : Unit
protected void AttackEnemySquad(Squad targettedEnemySquad)
{
+ _timer = 0f;
+
+ if (targettedEnemySquad.CurrentHP > 0)
+ {
+ foreach (var soldier in Soldiers)
+ {
+ soldier.GetComponent().PlayAttackAnimation(true);
+ }
+
+ targettedEnemySquad.ReceiveDamage(ComputeAttackDamage());
+ Debug.Log(string.Format("{0} Attacked the enemy : {1} ", this.gameObject.name, targettedEnemySquad.gameObject.name));
+ }
+ else
+ {
+ foreach (var soldier in Soldiers)
+ {
+ soldier.GetComponent().PlayAttackAnimation(false);
+ }
+ }
//TODO improve this method add the total of squad damage or to compute the reduce of hp, etc...
// compute the amount of hp reduced to this unit
//unit.Hp -= Attack; // we remove some hp of the unit that was
- targettedEnemySquad.ReceiveDamage(ComputeAttackDamage());
-
- Debug.Log("Attacked the enemy : " + targettedEnemySquad.Tag);
+ // targettedEnemySquad.ReceiveDamage(ComputeAttackDamage());
}
///
/// Compute to attack damage depending of the numbers of soldiers in the squad.
///
/// the damage to apply to each enemy soldiers units
- int ComputeAttackDamage()
+ protected int ComputeAttackDamage()
{
// LINQ + Resharper FTW!!!!!
- var sumOfAttack = _soldiers.Sum(soldier => soldier.Attack);
+ var sumOfAttack = Soldiers.Sum(soldier => soldier.Attack);
- return ( 1 + (sumOfAttack / _soldiers.Count));
+ return ( 1 + (sumOfAttack / Soldiers.Count));
+ }
+
+ protected int ComputeTotalHp()
+ {
+ var sumOfHp = Soldiers.Sum(x => x.CurrentHP);
+
+ return sumOfHp;
}
#endregion
-
#region squad accessors and mutators
- ///
- /// Return the list of the abandonned units to the ennemy team
- ///
- ///
- public List GetAbandonnedUnits()
- {
- return _abandonnedUnits;
- }
-
#endregion
+
}
diff --git a/Assets/Scripts/Unit.cs b/Assets/Scripts/Unit.cs
index 680c394..017ffc8 100644
--- a/Assets/Scripts/Unit.cs
+++ b/Assets/Scripts/Unit.cs
@@ -3,25 +3,32 @@ using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using JetBrains.Annotations;
+using UnityEngine.UI;
public class Unit : MonoBehaviour
{
- public int defaultHp = 250;
- public int defaultAttack = 100;
- public float LerpSpeed = 1;
- public int destinationGap = 5;
+ public int StartingHealth = 250;
+ public int StartingAttack = 100;
+ public Slider HealthSlider;
+ public float CapturedLerpSpeed = 1;
+ public int DestinationGap = 5;
public float DyingTime = 1.0f;
+ public AudioClip DeathClip;
private LinkedList commandList;
- private int _hp; // the unit hp
+ private int _currentHp; // the unit hp
private CharacterBehavior _character;
+ private bool isDamaged;
+
+
// Use this for initialization
- void Start ()
+ void Awake ()
{
IsCaptured = false;
- Hp = defaultHp;
- Attack = defaultAttack;
+ CurrentHP = StartingHealth;
+ // Debug.Log("Current Human HP: " + CurrentHP);
+ Attack = StartingAttack;
// initialize default specie
Tag = TagLayerManager.Human;
Layer = TagLayerManager.HumanLayerIndex;
@@ -31,15 +38,15 @@ public class Unit : MonoBehaviour
void Update()
{
- if (IsDead)
+ /* if (IsDead)
{
DestroyUnit(DyingTime);
- }
- else if (IsCaptured)
+ }*/
+ if (IsCaptured)
{
- var gapVector = new Vector3(TargetDestination.position.x + destinationGap, TargetDestination.position.y,TargetDestination.position.z + destinationGap);
+ var gapVector = new Vector3(TargetDestination.position.x + DestinationGap, TargetDestination.position.y,TargetDestination.position.z + DestinationGap);
// TODO improve the translation position so that every unit captured are around the squad leader and not at only one position.
- transform.position = Vector3.Lerp(transform.position, gapVector, LerpSpeed * 3.0f * Time.deltaTime);
+ transform.position = Vector3.Lerp(transform.position, gapVector, CapturedLerpSpeed * 3.0f * Time.deltaTime);
//See more at: http://unitydojo.blogspot.ca/2014/03/how-to-use-lerp-in-unity-like-boss.html#sthash.ueWlstRk.dpuf*/
_character.PlayCaptureAnimation(IsCaptured);
}
@@ -47,6 +54,34 @@ public class Unit : MonoBehaviour
{
_character.PlayCaptureAnimation(IsCaptured);
}
+
+ isDamaged = false;
+ }
+
+ public void TakeDamage(int amountOfDamage)
+ {
+ isDamaged = true;
+ CurrentHP -= amountOfDamage;
+
+// HealthSlider.value = CurrentHP;
+
+ // TODO play hurt animation
+ // TODO play hurt sound
+
+ if (CurrentHP <= 0 && !IsDead)
+ {
+ Death();
+ }
+ }
+
+ public void Death()
+ {
+ IsDead = true;
+ _character.PlayDeathAnimation();
+ // TODO play death sound
+ // TODO disable this gameobject movements.
+ Debug.Log("Entered death function!");
+ StartCoroutine(DestroyUnit(DyingTime));
}
///
@@ -69,30 +104,32 @@ public class Unit : MonoBehaviour
protected IEnumerator DestroyUnit(float dyingTime)
{
//TODO First play dead animation
- // retreive the character behavior object, so that we can access it's animation properties...
- var character = GetComponent();
+ // retrieve the character behavior object, so that we can access it's animation properties...
+ //var character = GetComponent();
// play the death animation
- character.PlayDeathAnimation();
- yield return new WaitForSeconds(character.CurrrentAnimationLength());
+ //character.PlayDeathAnimation();
+ yield return new WaitForSeconds(_character.CurrrentAnimationLength());
+
+
// then destroy the game object only 3 seconds after the animation
- Destroy(this.transform.gameObject, dyingTime);
+ //Destroy(this.transform.gameObject, dyingTime);
}
#region Unit properties
public bool IsCaptured { get; set; }
- public int Hp
+ public int CurrentHP
{
- get { return _hp; }
+ get { return _currentHp; }
set
{
- _hp = value > defaultHp ? defaultHp : value;
+ _currentHp = value > StartingHealth ? StartingHealth : value;
- if (Hp <= 0)
+ /* if (CurrentHP <= 0)
{
- //IsDead = true;
+ IsDead = true;
StartCoroutine(DestroyUnit(DyingTime));
- }
+ }*/
}
}
diff --git a/Assets/Scripts/VampireSquad.cs b/Assets/Scripts/VampireSquad.cs
deleted file mode 100644
index b0d3988..0000000
--- a/Assets/Scripts/VampireSquad.cs
+++ /dev/null
@@ -1,111 +0,0 @@
-using System;
-using UnityEngine;
-using System.Collections;
-///
-/// This class contains the information of the Vampire Units.
-///
-public class VampireSquad : Squad
-{
- // Use this for initialization
-
- void Start ()
- {
- InitializeSquad();
- InitializeDefaultTagAndLayer();
- // initialize default hp
- //Hp = defaultHp;
- // initialize default attack
- Attack = defaultAttack;
- // initialize default team
- // initialize default specie
- IsDead = false;
- }
-
- // Update is called once per frame
- void Update ()
- {
- if (IsDead)
- {
- // TODO play dead animation before destroying unit
- DestroyUnit(DyingTime);
- }
- }
-
- private void InitializeDefaultTagAndLayer()
- {
- try
- {
- this.Tag = TagLayerManager.VampirePlayer; // set the tag to player 1
- this.Layer = TagLayerManager.VampireLayerIndex;
- }
- catch (IndexOutOfRangeException ex)
- {
- Debug.LogError( "Please set a vampire Tag, check the Tag & layers in the inspector!\n" + ex );
- }
-
- // set the tag and the layer of the gameObject to vampire
- if (this.gameObject.tag != Tag)
- {
- this.gameObject.tag = Tag;
- }
- if (this.gameObject.layer != Layer)
- {
- this.gameObject.layer = Layer;
- }
- }
-
- /*void CaptureHuman(Unit unit)
- {
- // TODO either add the human as a squad member or change it's tag to vampireHuman
- // when the player is transformed we just make VampireSquad vampireUnit2 = (VampireSquad) unit;
- Debug.Log("Entered in collision with: " + unit.Tag );
- }*/
-
- /* void AttackEnemySquad(Unit unit)
- {
- //TODO improve this method to compute the reduce of hp, etc...
- // compute the amount of hp reduced to this unit
- unit.Hp -= Attack; // we remove some hp of the unit that was
-
- Debug.Log("Attacked the ennemy : " + unit.Tag);
- }*/
-
- void OnTriggerEnter(Collider collider)
- {
- //var objectTag = collider.gameObject;
- // check if the game object have an attached Unit class
- //switch(objectTag.GetType())
- var unitComponent = collider.GetComponent();
-
- if (unitComponent == null)
- return;
- // check if the unit is not a friendly one
- if (this.Tag == unitComponent.Tag)
- return;
-
- if (unitComponent.Tag.Equals(TagLayerManager.Human))
- {
- if (unitComponent.IsCaptured)
- {
- return;
- }
- else
- {
- CaptureHuman(unitComponent);
- }
- }
- else // we know that it's an ennemy
- {
- try
- {
- AttackEnemySquad(unitComponent as Squad);
- }
- catch (InvalidCastException exception)
- {
- Debug.LogError(exception.ToString());
- //throw;
- }
-
- }
- }
-}
diff --git a/Assets/Scripts/VampireSquad.cs.meta b/Assets/Scripts/VampireSquad.cs.meta
deleted file mode 100644
index 3a9fd9c..0000000
--- a/Assets/Scripts/VampireSquad.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: c1cd93867b8a1d7459a4fb92cac63854
-timeCreated: 1439305303
-licenseType: Free
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Scripts/ZombieSquad.cs b/Assets/Scripts/ZombieSquad.cs
deleted file mode 100644
index cbfa1aa..0000000
--- a/Assets/Scripts/ZombieSquad.cs
+++ /dev/null
@@ -1,103 +0,0 @@
-using System;
-using UnityEngine;
-using System.Collections;
-///
-/// This class contains the information of the Vampire Units.
-///
-public class ZombieSquad : Squad
-{
- // Use this for initialization
-
- void Start()
- {
- InitializeSquad();
- InitializeDefaultTagAndLayer();
- // initialize default hp
- //Hp = defaultHp;
- // initialize default attack
- Attack = defaultAttack;
- // initialize default team
- // initialize default specie
- IsDead = false;
- }
-
- // Update is called once per frame
- void Update()
- {
- if (IsDead)
- {
- // TODO play dead animation before destroying unit
- DestroyUnit(DyingTime);
- }
- }
-
- private void InitializeDefaultTagAndLayer()
- {
- try
- {
- this.Tag = TagLayerManager.ZombiePlayer; // set the tag to player 1
- this.Layer = TagLayerManager.ZombieLayerIndex;
- }
- catch (IndexOutOfRangeException ex)
- {
- Debug.LogError("Please set a vampire Tag, check the Tag & layers in the inspector!\n" + ex);
- }
-
- // set the tag and the layer of the gameObject to vampire
- if (this.gameObject.tag != Tag)
- {
- this.gameObject.tag = Tag;
- }
- if (this.gameObject.layer != Layer)
- {
- this.gameObject.layer = Layer;
- }
- }
-
- /*void CaptureHuman(Unit unit)
- {
- // TODO either add the human as a squad member or change it's tag to vampireHuman
- // when the player is transformed we just make VampireSquad vampireUnit2 = (VampireSquad) unit;
- Debug.Log("Entered in collision with: " + unit.Tag);
- }*/
- /*void AttackEnemySquad(Unit unit)
- {
-
- // compute the amount of hp reduced to this unit
- unit.Hp -= Attack; // we remove some hp of the unit that was
-
- Debug.Log("Attacked the ennemy : " + unit.Tag);
- }*/
-
- void OnTriggerEnter(Collider collider)
- {
- //var objectTag = collider.gameObject;
- // check if the game object have an attached Unit class
- //switch(objectTag.GetType())
- var unitComponent = collider.GetComponent();
-
- if (unitComponent == null)
- return;
- // check if the unit is not a friendly one
- if (this.Tag == unitComponent.Tag)
- return;
-
- if (unitComponent.Tag.Equals(TagLayerManager.Human))
- {
- CaptureHuman(unitComponent);
- }
- else // we know that it's an ennemy
- {
- try
- {
- AttackEnemySquad(unitComponent as Squad);
- }
- catch (InvalidCastException exception)
- {
- Debug.LogError(exception.ToString());
- //throw;
- }
-
- }
- }
-}
diff --git a/Assets/Scripts/ZombieSquad.cs.meta b/Assets/Scripts/ZombieSquad.cs.meta
deleted file mode 100644
index 6301b4c..0000000
--- a/Assets/Scripts/ZombieSquad.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 9346fd84c59bd7d42a27381aeed17dbf
-timeCreated: 1439305314
-licenseType: Free
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index 2b82844..1110906 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -77,6 +77,7 @@ PlayerSettings:
metroEnableIndependentInputSource: 0
metroEnableLowLatencyPresentationAPI: 0
xboxOneDisableKinectGpuReservation: 0
+ virtualRealitySupported: 0
productGUID: 54ead80470c104b4682c53a4f7f867b5
AndroidBundleVersionCode: 1
AndroidMinSdkVersion: 9
@@ -254,7 +255,6 @@ PlayerSettings:
psp2InfoBarOnStartup: 0
psp2InfoBarColor: 0
psmSplashimage: {fileID: 0}
- virtualRealitySupported: 0
spritePackerPolicy:
scriptingDefineSymbols: {}
metroPackageName: VZ
diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt
index 2a285eb..8c353d8 100644
--- a/ProjectSettings/ProjectVersion.txt
+++ b/ProjectSettings/ProjectVersion.txt
@@ -1,2 +1,2 @@
-m_EditorVersion: 5.1.0f3
+m_EditorVersion: 5.1.2f1
m_StandardAssetsVersion: 0