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- Improved Squad class
- Updated ZombieUnit and VampireUnit now hinerits from squad
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@ -1,53 +1,117 @@
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using UnityEngine;
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using System;
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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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using System.Linq;
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public class Squad : Unit
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{
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#region class members
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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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/// <summary>
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/// List of abandonned units. (this list is accessible for both teams)
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/// </summary>
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private List<Unit> abandonnedUnits;
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/// <summary>
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/// Index of the first soldier in the list.
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/// </summary>
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private int targetSoldierIndex;
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/// <summary>
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/// The tag to assign for each soldiers in the squad
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/// </summary>
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public String squadTag;
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#endregion
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// Use this for initialization
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void Start ()
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{
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InitializeSquadTag();
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humans = new List<Unit>();
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soldiers = new List<Unit>();
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}
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}
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// Update is called once per frame
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void Update ()
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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 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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if (soldiers.Count == 0)
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{
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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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}
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}
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}
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}
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void addHuman(Unit humanUnit)
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#region squad related functions
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/// <summary>
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/// Assign the corresponding squad tag to each soldiers.
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/// </summary>
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private void InitializeSquadTag()
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{
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foreach (var soldier in soldiers)
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{
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soldier.Tag = squadTag;
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}
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}
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/// <summary>
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/// Add the human unit in the humans unit list.
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/// </summary>
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/// <param name="humanUnit">the human unit to add in the human unit list</param>
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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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/// <summary>
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/// Add the human unit in the abandonned unit list.
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/// </summary>
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/// <param name="soldierUnit">the soldier unit to add in the soldier unit list</param>
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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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/// Add the human unit in the abandonned unit list.
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/// </summary>
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/// <param name="humanUnit">the human to add in the abandonned unit list</param>
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void AddAbandonnedHuman(Unit humanUnit)
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{
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abandonnedUnits.Add(humanUnit);
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}
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/// <summary>
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/// Remove the human unit from the abandonned unit list.
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/// </summary>
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/// <param name="humanUnit">the human unit to remove</param>
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void RemoveAbandonnedHuman(Unit humanUnit)
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{
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abandonnedUnits.Remove(humanUnit);
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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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public void HealSquad(Unit humanUnit)
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{
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var percentageOfHpToHeal = ( humanUnit.Hp / soldiers.Count );
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@ -58,23 +122,38 @@ public class Squad : Unit
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}
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// dispose of the human unit
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removeHuman(humanUnit);
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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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public void AbandonUnits(int nbUnits)
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{
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humans.RemoveRange(0,nbUnits);
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if (nbUnits <= humans.Count)
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{
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for (var i = 0; i < nbUnits; i++)
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{
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// retreive the human at the specified index
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var humanUnit = humans.ElementAt(i);
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// add the human to the abandonned Unit list
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AddAbandonnedHuman(humanUnit);
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// remove the human from the humandUnit that was added to the abandonned unit list
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RemoveHuman(humanUnit);
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}
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}
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else
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{
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Debug.LogError("Exceded the maximum numbers of units in the humans list!");
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}
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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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void RemoveSoldier(Unit soldierUnit)
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{
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soldiers.Remove(soldierUnit);
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}
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@ -83,13 +162,107 @@ public class Squad : Unit
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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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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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/// <summary>
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/// Transform the human to the corresponding type of the squad.
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/// </summary>
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/// <param name="nbHumans">the number of humans to transform</param>
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public void TransformHuman(int nbHumans)
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{
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if (nbHumans <= humans.Count)
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{
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for (var i = 0; i < nbHumans; i++)
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{
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// retreive the human at the specified index
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var humanUnit = humans.ElementAt(i);
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// remove the human from the human list
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RemoveHuman(humanUnit);
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// AddSoldier((VampireUnit) humanUnit) ) (VampireUnit or ZombieUnit)
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if (squadTag.Equals(TagManager.VampirePlayer))
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{
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// add the vampire to the soldier list
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AddSoldier((VampireUnit) 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((ZombieUnit)humanUnit);
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}
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}
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}
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else
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{
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Debug.LogError("Exceded the maximum nb of humans in the humans list!");
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}
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}
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public void ReceiveDamage(int amountOfDamage)
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{
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// apply the damage to the first soldier in the list
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// update the soldier hp
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// if the soldier hp reach zero
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// the soldier is destroyed
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// and then dead soldier is removed in the soldier list
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var topSoldier = soldiers.ElementAt(0);
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topSoldier.Hp -= amountOfDamage;
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}
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void CaptureHuman(Unit unit)
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{
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AddHuman(unit);
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Debug.Log("Entered in collision with: " + unit.Tag);
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}
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void AttackEnemy(Unit targetedUnit)
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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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var amountOfDamageToApply = ComputeAttackDamage();
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var squad = targetedUnit as Squad;
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if (squad != null)
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{
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// cast the unit to a squad
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var squadTargetedUnit = squad;
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// apply the damage to the squad
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squadTargetedUnit.ReceiveDamage(amountOfDamageToApply);
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}
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else
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{
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// TODO update the attack ennemy in Vampire Unit and Zombie Unit class
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}
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Debug.Log("Attacked the ennemy : " + targetedUnit.Tag);
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}
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int ComputeAttackDamage()
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{
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// TODO improve the damage algorithm depending of the number of units in the soldiers list.
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return Attack;
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}
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#endregion
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#region squad accessors and mutators
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/// <summary>
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/// Return the list of the abandonned units to the ennemy team
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/// </summary>
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/// <returns></returns>
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public List<Unit> GetAbandonnedUnits()
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{
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return abandonnedUnits;
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}
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#endregion
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}
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@ -26,12 +26,12 @@ public class Unit : MonoBehaviour
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/// Add a command at the end of the list
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/// </summary>
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/// <param name="c">The command to add</param>
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protected void addCommand(Command c)
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protected void AddCommand(Command c)
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{
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this.commandList.AddLast(c);
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}
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protected void executeCommand()
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protected void ExecuteCommand()
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{
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}
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@ -4,7 +4,7 @@ using System.Collections;
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/// <summary>
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/// This class contains the information of the Vampire Units.
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/// </summary>
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public class VampireUnit : Unit
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public class VampireUnit : Squad
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{
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// Use this for initialization
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@ -4,7 +4,7 @@ using System.Collections;
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/// <summary>
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/// This class contains the information of the Vampire Units.
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/// </summary>
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public class ZombieUnit : Unit
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public class ZombieUnit : Squad
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{
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// Use this for initialization
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@ -41,7 +41,7 @@ public class ZombieUnit : Unit
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Debug.LogError("Please set a vampire Tag, check the Tag & layers in the inspector!\n" + ex);
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}
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// set the tag of the gameObject to vampire
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// set the tag of the gameObject to zombie
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if (this.gameObject.tag != Tag)
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{
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this.gameObject.tag = Tag;
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