using System; using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq; public class Squad : Unit { #region class members /// /// List of non attackable units. /// private List humans; /// /// List of attackable units. /// private List soldiers; /// /// List of abandonned units. (this list is accessible for both teams) /// private List abandonnedUnits; /// /// Index of the first soldier in the list. /// private int targetSoldierIndex; /// /// The tag to assign for each soldiers in the squad /// public String squadTag; #endregion // Use this for initialization void Start () { InitializeSquadTag(); humans = new List(); soldiers = new List(); } // Update is called once per frame void Update () { // TODO execute movement command // TODO Check if all the units are dead // if yes destroy if (soldiers.Count == 0) { // first release all humans ... AbandonUnits(humans.Count); // then we destroy the squad DestroyUnit(); } } #region squad related functions /// /// Assign the corresponding squad tag to each soldiers. /// private void InitializeSquadTag() { foreach (var soldier in soldiers) { soldier.Tag = squadTag; } } /// /// Add the human unit in the humans unit list. /// /// the human unit to add in the human unit list void AddHuman(Unit humanUnit) { humans.Add(humanUnit); } /// /// Add the human unit in the abandonned unit list. /// /// the soldier unit to add in the soldier unit list void AddSoldier(Unit soldierUnit) { soldiers.Add(soldierUnit); } /// /// Add the human unit in the abandonned unit list. /// /// the human to add in the abandonned unit list void AddAbandonnedHuman(Unit humanUnit) { abandonnedUnits.Add(humanUnit); } /// /// Remove the human unit from the abandonned unit list. /// /// the human unit to remove void RemoveAbandonnedHuman(Unit humanUnit) { abandonnedUnits.Remove(humanUnit); } /// /// Dispose of a human unit and heal all the soldiers with a percentage depending /// of the number of remaining soldiers. /// /// The human to dispose public void HealSquad(Unit humanUnit) { var percentageOfHpToHeal = ( humanUnit.Hp / soldiers.Count ); foreach (var soldier in soldiers) { soldier.Hp += soldier.Hp * ( 1 + percentageOfHpToHeal ); } // dispose of the human unit RemoveHuman(humanUnit); } /// /// Abandon a specified amount of units. /// /// The number of units to abandon public void AbandonUnits(int nbUnits) { if (nbUnits <= humans.Count) { for (var i = 0; i < nbUnits; i++) { // retreive the human at the specified index var humanUnit = humans.ElementAt(i); // add the human to the abandonned Unit list AddAbandonnedHuman(humanUnit); // remove the human from the humandUnit that was added to the abandonned unit list RemoveHuman(humanUnit); } } else { Debug.LogError("Exceded the maximum numbers of units in the humans list!"); } } /// /// Remove the selected soldier from the unit list. /// /// the corresponding soldier that we want to remove void RemoveSoldier(Unit soldierUnit) { soldiers.Remove(soldierUnit); } /// /// Remove the selected human from the human list. /// /// the corresponding human that we want to remove void RemoveHuman(Unit humanUnit) { humans.Remove(humanUnit); } /// /// Transform the human to the corresponding type of the squad. /// /// the number of humans to transform public void TransformHuman(int nbHumans) { if (nbHumans <= humans.Count) { for (var i = 0; i < nbHumans; i++) { // retreive the human at the specified index var humanUnit = humans.ElementAt(i); // remove the human from the human list RemoveHuman(humanUnit); // AddSoldier((VampireUnit) humanUnit) ) (VampireUnit or ZombieUnit) if (squadTag.Equals(TagManager.VampirePlayer)) { // add the vampire to the soldier list AddSoldier((VampireUnit) humanUnit); } else { // add the zombie to the soldier list AddSoldier((ZombieUnit)humanUnit); } } } else { Debug.LogError("Exceded the maximum nb of humans in the humans list!"); } } public void ReceiveDamage(int amountOfDamage) { // apply the damage to the first soldier in the list // update the soldier hp // if the soldier hp reach zero // the soldier is destroyed // and then dead soldier is removed in the soldier list var topSoldier = soldiers.ElementAt(0); topSoldier.Hp -= amountOfDamage; } void CaptureHuman(Unit unit) { AddHuman(unit); Debug.Log("Entered in collision with: " + unit.Tag); } void AttackEnemy(Unit targetedUnit) { //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 //unit.Hp -= Attack; // we remove some hp of the unit that was var amountOfDamageToApply = ComputeAttackDamage(); var squad = targetedUnit as Squad; if (squad != null) { // cast the unit to a squad var squadTargetedUnit = squad; // apply the damage to the squad squadTargetedUnit.ReceiveDamage(amountOfDamageToApply); } else { // TODO update the attack ennemy in Vampire Unit and Zombie Unit class } Debug.Log("Attacked the ennemy : " + targetedUnit.Tag); } int ComputeAttackDamage() { // TODO improve the damage algorithm depending of the number of units in the soldiers list. return Attack; } #endregion #region squad accessors and mutators /// /// Return the list of the abandonned units to the ennemy team /// /// public List GetAbandonnedUnits() { return abandonnedUnits; } #endregion }