- Added capture option

This commit is contained in:
Samuel 2015-08-13 19:09:23 -04:00
parent fb114dcf59
commit df64a801c1
6 changed files with 117 additions and 23 deletions

View File

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View File

@ -213,10 +213,15 @@ public class Squad : Unit
} }
} }
void CaptureHuman(Unit unit) protected void CaptureHuman(Unit unit)
{ {
// make the human a child of the squad game object
//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.name));
unit.IsCaptured = true;
unit.transform.parent = this.transform;
//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.parent.name));
AddHuman(unit); AddHuman(unit);
Debug.Log("Entered in collision with: " + unit.Tag); Debug.Log(string.Format("{0} joined the squad of : {1} ", unit.gameObject.name, transform.gameObject.name));
} }
protected void AttackEnemySquad(Squad targettedEnemySquad) protected void AttackEnemySquad(Squad targettedEnemySquad)
@ -224,8 +229,7 @@ public class Squad : Unit
//TODO improve this method add the total of squad damage or to compute the reduce of hp, etc... //TODO improve this method add the total of squad damage or to compute the reduce of hp, etc...
// compute the amount of hp reduced to this unit // compute the amount of hp reduced to this unit
//unit.Hp -= Attack; // we remove some hp of the unit that was //unit.Hp -= Attack; // we remove some hp of the unit that was
var amountOfDamageToApply = ComputeAttackDamage(); targettedEnemySquad.ReceiveDamage(ComputeAttackDamage());
targettedEnemySquad.ReceiveDamage(amountOfDamageToApply);
Debug.Log("Attacked the ennemy : " + targettedEnemySquad.Tag); Debug.Log("Attacked the ennemy : " + targettedEnemySquad.Tag);
} }

View File

@ -11,8 +11,9 @@ public class Unit : MonoBehaviour
public int defaultAttack = 100; public int defaultAttack = 100;
private int _hp; // the unit hp private int _hp; // the unit hp
// Use this for initialization // Use this for initialization
void Start () void Start ()
{ {
IsCaptured = false;
// initialize default hp // initialize default hp
Hp = defaultHp; Hp = defaultHp;
// initialize default attack // initialize default attack
@ -47,7 +48,7 @@ public class Unit : MonoBehaviour
} }
#region Unit properties #region Unit properties
public bool IsCaptured { get; set; }
public int Hp public int Hp
{ {
get { return _hp; } get { return _hp; }

View File

@ -49,12 +49,12 @@ public class VampireSquad : Squad
} }
} }
void CaptureHuman(Unit unit) /*void CaptureHuman(Unit unit)
{ {
// TODO either add the human as a squad member or change it's tag to vampireHuman // TODO either add the human as a squad member or change it's tag to vampireHuman
// when the player is transformed we just make VampireSquad vampireUnit2 = (VampireSquad) unit; // when the player is transformed we just make VampireSquad vampireUnit2 = (VampireSquad) unit;
Debug.Log("Entered in collision with: " + unit.Tag ); Debug.Log("Entered in collision with: " + unit.Tag );
} }*/
/* void AttackEnemySquad(Unit unit) /* void AttackEnemySquad(Unit unit)
{ {
@ -80,7 +80,14 @@ public class VampireSquad : Squad
if (unitComponent.Tag.Equals(TagManager.Human)) if (unitComponent.Tag.Equals(TagManager.Human))
{ {
CaptureHuman(unitComponent); if (unitComponent.IsCaptured)
{
return;
}
else
{
CaptureHuman(unitComponent);
}
} }
else // we know that it's an ennemy else // we know that it's an ennemy
{ {

View File

@ -49,12 +49,12 @@ public class ZombieSquad : Squad
} }
} }
void CaptureHuman(Unit unit) /*void CaptureHuman(Unit unit)
{ {
// TODO either add the human as a squad member or change it's tag to vampireHuman // TODO either add the human as a squad member or change it's tag to vampireHuman
// when the player is transformed we just make VampireSquad vampireUnit2 = (VampireSquad) unit; // when the player is transformed we just make VampireSquad vampireUnit2 = (VampireSquad) unit;
Debug.Log("Entered in collision with: " + unit.Tag); Debug.Log("Entered in collision with: " + unit.Tag);
} }*/
/*void AttackEnemySquad(Unit unit) /*void AttackEnemySquad(Unit unit)
{ {

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