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Merge branch 'master' of http://github.com/conjureets/vz
This commit is contained in:
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@ -11,12 +11,12 @@ public class Squad : Unit
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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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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<Squad> soldiers;
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private List<Squad> _soldiers;
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/// <summary>
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/// List of abandonned units. (this list is accessible for both teams)
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@ -26,20 +26,20 @@ public class Squad : Unit
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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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private int squadLeaderPosition;
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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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protected String squadTag;
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//protected String SquadTag;
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#endregion
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// Use this for initialization
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void Awake ()
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{
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humans = new List<Unit>();
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soldiers = new List<Squad>();
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_humans = new List<Unit>();
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_soldiers = new List<Squad>();
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}
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// Update is called once per frame
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@ -48,9 +48,9 @@ public class Squad : Unit
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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) return;
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if (_soldiers.Count != 0) return;
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// first release all humans ...
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AbandonUnits(humans.Count);
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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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@ -61,9 +61,9 @@ public class Squad : Unit
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/// </summary>
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protected void InitializeSquad()
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{
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if (soldiers.Count == 0)
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if (_soldiers.Count == 0)
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{
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this.soldiers.Add(this.gameObject.GetComponent<Squad>());
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this._soldiers.Add(this.gameObject.GetComponent<Squad>());
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}
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}
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@ -73,7 +73,7 @@ public class Squad : Unit
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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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_humans.Add(humanUnit);
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}
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/// <summary>
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@ -82,7 +82,7 @@ public class Squad : Unit
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/// <param name="soldierUnit">the soldier unit to add in the soldier unit list</param>
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void AddSoldier(Squad soldierUnit)
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{
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soldiers.Add(soldierUnit);
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_soldiers.Add(soldierUnit);
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}
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/// <summary>
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@ -111,9 +111,9 @@ public class Squad : Unit
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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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var percentageOfHpToHeal = ( humanUnit.Hp / _soldiers.Count );
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foreach (var soldier in soldiers)
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foreach (var soldier in _soldiers)
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{
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soldier.Hp += soldier.Hp * ( 1 + percentageOfHpToHeal );
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}
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@ -128,12 +128,12 @@ public class Squad : Unit
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/// <param name="nbUnits">The number of units to abandon</param>
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public void AbandonUnits(int nbUnits)
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{
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if (nbUnits <= humans.Count)
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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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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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@ -152,7 +152,7 @@ public class Squad : Unit
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/// <param name="soldierUnit">the corresponding soldier that we want to remove</param>
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void RemoveSoldier(Squad soldierUnit)
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{
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soldiers.Remove(soldierUnit);
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_soldiers.Remove(soldierUnit);
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}
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/// <summary>
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@ -161,7 +161,7 @@ public class Squad : Unit
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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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{
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humans.Remove(humanUnit);
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_humans.Remove(humanUnit);
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}
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/// <summary>
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@ -170,12 +170,12 @@ public class Squad : Unit
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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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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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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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@ -184,7 +184,7 @@ public class Squad : Unit
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humanUnit.Tag = Tag;
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||||
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// AddSoldier((VampireSquad) humanUnit) ) (VampireSquad or ZombieSquad)
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if (squadTag.Equals(TagManager.VampirePlayer))
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||||
if (Tag.Equals(TagManager.VampirePlayer))
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||||
{
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||||
// add the vampire to the soldier list
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||||
AddSoldier((VampireSquad) humanUnit);
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@ -206,14 +206,11 @@ public class Squad : Unit
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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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||||
Debug.Log(string.Format("{0} received {1} damage!",topSoldier.name, amountOfDamage));
|
||||
foreach (var soldier in _soldiers)
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||||
{
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||||
soldier.Hp -= amountOfDamage;
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||||
Debug.Log(string.Format("{0} received {1} damage!", soldier.name, amountOfDamage));
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||||
}
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||||
}
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||||
void CaptureHuman(Unit unit)
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||||
@ -233,10 +230,16 @@ public class Squad : Unit
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||||
Debug.Log("Attacked the ennemy : " + targettedEnemySquad.Tag);
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||||
}
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||||
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||||
/// <summary>
|
||||
/// 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>
|
||||
int ComputeAttackDamage()
|
||||
{
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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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||||
// 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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#endregion
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@ -253,9 +256,5 @@ public class Squad : Unit
|
||||
return abandonnedUnits;
|
||||
}
|
||||
|
||||
public int NumberOfSoldiers()
|
||||
{
|
||||
return soldiers.Count();
|
||||
}
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||||
#endregion
|
||||
}
|
||||
|
||||
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