mirror of
https://github.com/ConjureETS/VZ.git
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- Added Squad HP UI
- Updated Squad script - Added Texture folder - Added a hp foreground texture - Added a hp background texture - added a hp canvas for vampire and zombie squad
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void Update ()
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}
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{
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|
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|
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/// Compute to attack damage depending of the numbers of soldiers in the squad.
|
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/// </summary>
|
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/// <returns>the damage to apply to each enemy soldiers units</returns>
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protected int ComputeAttackDamage()
|
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protected float ComputeAttackDamage()
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{
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// LINQ + Resharper FTW!!!!!
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var sumOfAttack = Soldiers.Sum(soldier => soldier.Attack);
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|
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return ( 1 + (sumOfAttack / Soldiers.Count));
|
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}
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{
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|
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protected float ComputeTotalHP()
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{
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|
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return sumOfHp;
|
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}
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#endregion
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#region squad accessors and mutators
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||||
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@ -8,16 +8,16 @@ using UnityEngine.UI;
|
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public class Unit : MonoBehaviour
|
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{
|
||||
|
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public int StartingHealth = 250;
|
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public int StartingAttack = 100;
|
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public Slider HealthSlider;
|
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|
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public float StartingAttack = 100;
|
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public Image HealthImage;
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public float CapturedLerpSpeed = 1;
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public int DestinationGap = 5;
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public float DyingTime = 1.0f;
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public AudioClip DeathClip;
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private LinkedList<Command> commandList;
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private int _currentHp; // the unit hp
|
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private float _currentHp; // the unit hp
|
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private CharacterBehavior _character;
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private bool isDamaged;
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@ -26,7 +26,7 @@ public class Unit : MonoBehaviour
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void Awake ()
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{
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IsCaptured = false;
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CurrentHP = StartingHealth;
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CurrentHP = MaxHealth;
|
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// Debug.Log("Current Human HP: " + CurrentHP);
|
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Attack = StartingAttack;
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// initialize default specie
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@ -38,6 +38,8 @@ public class Unit : MonoBehaviour
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void Update()
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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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@ -54,12 +56,12 @@ public class Unit : MonoBehaviour
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isDamaged = false;
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}
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{
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isDamaged = true;
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//HealthSlider.value = CurrentHP;
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// TODO play hurt animation
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// TODO play hurt sound
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#region Unit properties
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get { return _currentHp; }
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set
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{
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_currentHp = value > StartingHealth ? StartingHealth : value;
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_currentHp = value > MaxHealth ? MaxHealth : value;
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}
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}
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Assets/Textures/RectangleHP_foreground.png
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BIN
Assets/Textures/RectangleHP_foreground.png
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Binary file not shown.
|
After Width: | Height: | Size: 826 B |
55
Assets/Textures/RectangleHP_foreground.png.meta
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55
Assets/Textures/RectangleHP_foreground.png.meta
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assetBundleVariant:
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Loading…
x
Reference in New Issue
Block a user