- 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
This commit is contained in:
samJa 2015-08-21 13:35:34 -04:00
parent 1958906e35
commit c317eed2f9
15 changed files with 4268 additions and 271 deletions

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@ -22,6 +22,7 @@ public class Squad : Unit
private bool _playerInRange;
private Squad _enemySquad;
private float _timer;
private float _squadMaxHealth;
/// <summary>
/// The tag to assign for each soldiers in the squad
@ -40,7 +41,7 @@ public class Squad : Unit
InitializeSquad();
InitializeDefaultTagAndLayer();
CurrentHP = ComputeTotalHp();
CurrentHP = ComputeRemainingHP();
// Debug.Log("Current Zomb HP " + CurrentHP);
Attack = ComputeAttackDamage();
_numberOfAliveSoldiers = ComputeNumberOfAliveSoldiers();
@ -51,7 +52,10 @@ public class Squad : Unit
// Update is called once per frame
void Update ()
{
CurrentHP = ComputeTotalHp();
CurrentHP = ComputeRemainingHP();
_squadMaxHealth = ComputeTotalHP();
HealthImage.fillAmount = (CurrentHP / _squadMaxHealth);
_numberOfAliveSoldiers = ComputeNumberOfAliveSoldiers();
_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
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.
/// </summary>
/// <returns>the damage to apply to each enemy soldiers units</returns>
protected int ComputeAttackDamage()
protected float ComputeAttackDamage()
{
// LINQ + Resharper FTW!!!!!
var sumOfAttack = Soldiers.Sum(soldier => soldier.Attack);
@ -351,13 +355,20 @@ public class Squad : Unit
return ( 1 + (sumOfAttack / Soldiers.Count));
}
protected int ComputeTotalHp()
protected float ComputeRemainingHP()
{
var sumOfHp = Soldiers.Sum(x => x.CurrentHP);
return sumOfHp;
}
protected float ComputeTotalHP()
{
var sumOfHp = Soldiers.Sum(x => x.MaxHealth);
return sumOfHp;
}
#endregion
#region squad accessors and mutators

View File

@ -8,16 +8,16 @@ using UnityEngine.UI;
public class Unit : MonoBehaviour
{
public int StartingHealth = 250;
public int StartingAttack = 100;
public Slider HealthSlider;
public float MaxHealth = 250;
public float StartingAttack = 100;
public Image HealthImage;
public float CapturedLerpSpeed = 1;
public int DestinationGap = 5;
public float DyingTime = 1.0f;
public AudioClip DeathClip;
private LinkedList<Command> commandList;
private int _currentHp; // the unit hp
private float _currentHp; // the unit hp
private CharacterBehavior _character;
private bool isDamaged;
@ -26,7 +26,7 @@ public class Unit : MonoBehaviour
void Awake ()
{
IsCaptured = false;
CurrentHP = StartingHealth;
CurrentHP = MaxHealth;
// Debug.Log("Current Human HP: " + CurrentHP);
Attack = StartingAttack;
// initialize default specie
@ -38,6 +38,8 @@ public class Unit : MonoBehaviour
void Update()
{
HealthImage.fillAmount = (CurrentHP / MaxHealth);
if (IsCaptured)
{
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;
}
public void TakeDamage(int amountOfDamage)
public void TakeDamage(float amountOfDamage)
{
isDamaged = true;
CurrentHP -= amountOfDamage;
//HealthSlider.value = CurrentHP;
// TODO play hurt animation
// TODO play hurt sound
@ -111,17 +113,17 @@ public class Unit : MonoBehaviour
#region Unit properties
public bool IsCaptured { get; set; }
public int CurrentHP
public float CurrentHP
{
get { return _currentHp; }
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 Transform TargetDestination { get; set; }

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