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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@ -22,6 +22,7 @@ public class Squad : Unit
|
|||||||
private bool _playerInRange;
|
private bool _playerInRange;
|
||||||
private Squad _enemySquad;
|
private Squad _enemySquad;
|
||||||
private float _timer;
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private float _timer;
|
||||||
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private float _squadMaxHealth;
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||||||
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|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The tag to assign for each soldiers in the squad
|
/// The tag to assign for each soldiers in the squad
|
||||||
@ -40,7 +41,7 @@ public class Squad : Unit
|
|||||||
|
|
||||||
InitializeSquad();
|
InitializeSquad();
|
||||||
InitializeDefaultTagAndLayer();
|
InitializeDefaultTagAndLayer();
|
||||||
CurrentHP = ComputeTotalHp();
|
CurrentHP = ComputeRemainingHP();
|
||||||
// Debug.Log("Current Zomb HP " + CurrentHP);
|
// Debug.Log("Current Zomb HP " + CurrentHP);
|
||||||
Attack = ComputeAttackDamage();
|
Attack = ComputeAttackDamage();
|
||||||
_numberOfAliveSoldiers = ComputeNumberOfAliveSoldiers();
|
_numberOfAliveSoldiers = ComputeNumberOfAliveSoldiers();
|
||||||
@ -51,7 +52,10 @@ public class Squad : Unit
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update ()
|
void Update ()
|
||||||
{
|
{
|
||||||
CurrentHP = ComputeTotalHp();
|
CurrentHP = ComputeRemainingHP();
|
||||||
|
_squadMaxHealth = ComputeTotalHP();
|
||||||
|
|
||||||
|
HealthImage.fillAmount = (CurrentHP / _squadMaxHealth);
|
||||||
_numberOfAliveSoldiers = ComputeNumberOfAliveSoldiers();
|
_numberOfAliveSoldiers = ComputeNumberOfAliveSoldiers();
|
||||||
|
|
||||||
_timer += Time.deltaTime;
|
_timer += Time.deltaTime;
|
||||||
@ -291,7 +295,7 @@ public class Squad : Unit
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ReceiveDamage(int amountOfDamage)
|
public void ReceiveDamage(float amountOfDamage)
|
||||||
{
|
{
|
||||||
// apply the damage to the first soldier in the list
|
// apply the damage to the first soldier in the list
|
||||||
foreach (var soldier in Soldiers)
|
foreach (var soldier in Soldiers)
|
||||||
@ -343,7 +347,7 @@ public class Squad : Unit
|
|||||||
/// Compute to attack damage depending of the numbers of soldiers in the squad.
|
/// Compute to attack damage depending of the numbers of soldiers in the squad.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <returns>the damage to apply to each enemy soldiers units</returns>
|
/// <returns>the damage to apply to each enemy soldiers units</returns>
|
||||||
protected int ComputeAttackDamage()
|
protected float ComputeAttackDamage()
|
||||||
{
|
{
|
||||||
// LINQ + Resharper FTW!!!!!
|
// LINQ + Resharper FTW!!!!!
|
||||||
var sumOfAttack = Soldiers.Sum(soldier => soldier.Attack);
|
var sumOfAttack = Soldiers.Sum(soldier => soldier.Attack);
|
||||||
@ -351,13 +355,20 @@ public class Squad : Unit
|
|||||||
return ( 1 + (sumOfAttack / Soldiers.Count));
|
return ( 1 + (sumOfAttack / Soldiers.Count));
|
||||||
}
|
}
|
||||||
|
|
||||||
protected int ComputeTotalHp()
|
protected float ComputeRemainingHP()
|
||||||
{
|
{
|
||||||
var sumOfHp = Soldiers.Sum(x => x.CurrentHP);
|
var sumOfHp = Soldiers.Sum(x => x.CurrentHP);
|
||||||
|
|
||||||
return sumOfHp;
|
return sumOfHp;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected float ComputeTotalHP()
|
||||||
|
{
|
||||||
|
var sumOfHp = Soldiers.Sum(x => x.MaxHealth);
|
||||||
|
|
||||||
|
return sumOfHp;
|
||||||
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region squad accessors and mutators
|
#region squad accessors and mutators
|
||||||
|
|||||||
@ -8,16 +8,16 @@ using UnityEngine.UI;
|
|||||||
public class Unit : MonoBehaviour
|
public class Unit : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
public int StartingHealth = 250;
|
public float MaxHealth = 250;
|
||||||
public int StartingAttack = 100;
|
public float StartingAttack = 100;
|
||||||
public Slider HealthSlider;
|
public Image HealthImage;
|
||||||
public float CapturedLerpSpeed = 1;
|
public float CapturedLerpSpeed = 1;
|
||||||
public int DestinationGap = 5;
|
public int DestinationGap = 5;
|
||||||
public float DyingTime = 1.0f;
|
public float DyingTime = 1.0f;
|
||||||
public AudioClip DeathClip;
|
public AudioClip DeathClip;
|
||||||
|
|
||||||
private LinkedList<Command> commandList;
|
private LinkedList<Command> commandList;
|
||||||
private int _currentHp; // the unit hp
|
private float _currentHp; // the unit hp
|
||||||
private CharacterBehavior _character;
|
private CharacterBehavior _character;
|
||||||
private bool isDamaged;
|
private bool isDamaged;
|
||||||
|
|
||||||
@ -26,7 +26,7 @@ public class Unit : MonoBehaviour
|
|||||||
void Awake ()
|
void Awake ()
|
||||||
{
|
{
|
||||||
IsCaptured = false;
|
IsCaptured = false;
|
||||||
CurrentHP = StartingHealth;
|
CurrentHP = MaxHealth;
|
||||||
// Debug.Log("Current Human HP: " + CurrentHP);
|
// Debug.Log("Current Human HP: " + CurrentHP);
|
||||||
Attack = StartingAttack;
|
Attack = StartingAttack;
|
||||||
// initialize default specie
|
// initialize default specie
|
||||||
@ -38,6 +38,8 @@ public class Unit : MonoBehaviour
|
|||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
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|
||||||
|
|
||||||
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);
|
||||||
@ -54,12 +56,12 @@ public class Unit : MonoBehaviour
|
|||||||
isDamaged = false;
|
isDamaged = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TakeDamage(int amountOfDamage)
|
public void TakeDamage(float amountOfDamage)
|
||||||
{
|
{
|
||||||
isDamaged = true;
|
isDamaged = true;
|
||||||
CurrentHP -= amountOfDamage;
|
CurrentHP -= amountOfDamage;
|
||||||
|
|
||||||
//HealthSlider.value = CurrentHP;
|
|
||||||
|
|
||||||
// TODO play hurt animation
|
// TODO play hurt animation
|
||||||
// TODO play hurt sound
|
// TODO play hurt sound
|
||||||
@ -111,17 +113,17 @@ public class Unit : MonoBehaviour
|
|||||||
|
|
||||||
#region Unit properties
|
#region Unit properties
|
||||||
public bool IsCaptured { get; set; }
|
public bool IsCaptured { get; set; }
|
||||||
public int CurrentHP
|
public float CurrentHP
|
||||||
{
|
{
|
||||||
get { return _currentHp; }
|
get { return _currentHp; }
|
||||||
|
|
||||||
set
|
set
|
||||||
{
|
{
|
||||||
_currentHp = value > StartingHealth ? StartingHealth : value;
|
_currentHp = value > MaxHealth ? MaxHealth : value;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public int Attack { get; set; }
|
public float Attack { get; set; }
|
||||||
public bool IsDead { get; set; }
|
public bool IsDead { get; set; }
|
||||||
|
|
||||||
public Transform TargetDestination { get; set; }
|
public Transform TargetDestination { get; set; }
|
||||||
|
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9
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9
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55
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55
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@ -0,0 +1,55 @@
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After Width: | Height: | Size: 826 B |
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Assets/Textures/RectangleHP_foreground.png.meta
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55
Assets/Textures/RectangleHP_foreground.png.meta
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Loading…
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Reference in New Issue
Block a user