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- Removed useless comments.
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3a5294091b
commit
909eb9c31f
@ -48,17 +48,6 @@ public class Squad : Unit
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_timer = 0f;
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}
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//void Awake()
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//{
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/* InitializeSquad();
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InitializeDefaultTagAndLayer();
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CurrentHP = 255;
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Debug.Log("Current HP" + CurrentHP) ;
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Attack = ComputeAttackDamage();
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_enemySquad = null;
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_timer = 0f;*/
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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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@ -79,17 +68,13 @@ public class Squad : Unit
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if (_numberOfAliveSoldiers > 0) return;
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// first release all humans ...
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AbandonUnits(Humans.Count);
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// then we destroy the squad
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//DestroyUnit();
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IsDead = true;
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}
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void OnTriggerEnter(Collider collider)
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{
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if (IsDead) return;
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//var objectTag = collider.gameObject;
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// check if the game object have an attached Unit class
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//switch(objectTag.GetType())
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var unitComponent = collider.GetComponent<Unit>();
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if (unitComponent == null)
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@ -113,31 +98,20 @@ public class Squad : Unit
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{
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if (unitComponent.IsDead)
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return;
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_playerInRange = true;
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_enemySquad = collider.GetComponent<Squad>();
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/* try
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{
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AttackEnemySquad(unitComponent as Squad);
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}
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catch (InvalidCastException exception)
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{
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Debug.LogError(exception.ToString());
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//throw;
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}*/
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}
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}
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void OnTriggerExit(Collider collider)
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{
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if (collider.gameObject.tag != Tag && collider.gameObject.tag != TagLayerManager.Human)
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{
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if (collider.gameObject.tag == Tag || collider.gameObject.tag == TagLayerManager.Human)
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return;
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_playerInRange = false;
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this.gameObject.GetComponent<CharacterBehavior>().PlayAttackAnimation(false);
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_enemySquad = null;
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// collider.GetComponent<CharacterBehavior>().PlayAttackAnimation(false);
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}
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}
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#endregion
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@ -308,17 +282,6 @@ public class Squad : Unit
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humanUnit.Tag = Tag;
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AddSoldier(humanUnit as Squad);
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// AddSoldier((VampireSquad) humanUnit) ) (VampireSquad or ZombieSquad)
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/*if (Tag.Equals(TagLayerManager.VampirePlayer))
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{
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// add the vampire to the soldier list
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AddSoldier((VampireSquad) humanUnit);
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}
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else
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{
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// add the zombie to the soldier list
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AddSoldier((ZombieSquad)humanUnit);
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}*/
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}
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}
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else
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@ -374,10 +337,6 @@ public class Squad : Unit
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soldier.GetComponent<CharacterBehavior>().PlayAttackAnimation(false);
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}
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}
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//TODO improve this method add the total of squad damage or to compute the reduce of hp, etc...
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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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// targettedEnemySquad.ReceiveDamage(ComputeAttackDamage());
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}
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/// <summary>
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@ -38,10 +38,6 @@ public class Unit : MonoBehaviour
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void Update()
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{
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/* if (IsDead)
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{
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DestroyUnit(DyingTime);
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}*/
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if (IsCaptured)
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{
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var gapVector = new Vector3(TargetDestination.position.x + DestinationGap, TargetDestination.position.y,TargetDestination.position.z + DestinationGap);
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@ -77,7 +73,7 @@ public class Unit : MonoBehaviour
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public void Death()
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{
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IsDead = true;
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_character.PlayDeathAnimation();
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//_character.PlayDeathAnimation();
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// TODO play death sound
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// TODO disable this gameobject movements.
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Debug.Log("Entered death function!");
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@ -105,12 +101,10 @@ public class Unit : MonoBehaviour
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{
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//TODO First play dead animation
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// retrieve the character behavior object, so that we can access it's animation properties...
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//var character = GetComponent<CharacterBehavior>();
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// play the death animation
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//character.PlayDeathAnimation();
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_character.PlayDeathAnimation();
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yield return new WaitForSeconds(_character.CurrrentAnimationLength());
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// then destroy the game object only 3 seconds after the animation
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//Destroy(this.transform.gameObject, dyingTime);
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}
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@ -124,12 +118,6 @@ public class Unit : MonoBehaviour
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set
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{
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_currentHp = value > StartingHealth ? StartingHealth : value;
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/* if (CurrentHP <= 0)
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{
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IsDead = true;
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StartCoroutine(DestroyUnit(DyingTime));
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}*/
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}
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}
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