VZ/Assets/Scripts/VampireUnit.cs
2015-08-11 14:06:23 -04:00

97 lines
2.1 KiB
C#

using System;
using UnityEngine;
using System.Collections;
/// <summary>
/// This class contains the information of the Vampire Units.
/// </summary>
public class VampireUnit : Unit
{
// Use this for initialization
void Start ()
{
InitializeDefaultTag();
// initialize default hp
//Hp = defaultHp;
// initialize default attack
Attack = defaultAttack;
// initialize default team
// initialize default specie
isDead = false;
}
// Update is called once per frame
void Update ()
{
if (isDead)
{
// TODO play dead animation before destroying unit
DestroyUnit();
}
}
private void InitializeDefaultTag()
{
try
{
this.Tag = TagManager.VampirePlayer; // set the tag to player 1
}
catch (IndexOutOfRangeException ex)
{
Debug.LogError( "Please set a vampire Tag, check the Tag & layers in the inspector!\n" + ex );
}
// set the tag of the gameObject to vampire
if (this.gameObject.tag != Tag)
{
this.gameObject.tag = Tag;
}
}
void CaptureHuman(Unit unit)
{
// TODO either add the human as a squad member or change it's tag to vampireHuman
// when the player is transformed we just make VampireUnit vampireUnit2 = (VampireUnit) unit;
Debug.Log("Entered in collision with: " + unit.Tag );
}
void AttackEnemy(Unit unit)
{
// compute the amount of hp reduced to this unit
unit.Hp -= Attack; // we remove some hp of the unit that was
Debug.Log("Attacked the ennemy : " + unit.Tag);
}
/// <summary>
/// Destroy the current unit
/// </summary>
void DestroyUnit()
{
Destroy(this.gameObject);
}
void OnTriggerEnter(Collider collider)
{
//var objectTag = collider.gameObject;
// check if the game object have an attached Unit class
//switch(objectTag.GetType())
var unitComponent = collider.GetComponent<Unit>();
if (unitComponent != null)
{
// check if the unit is not a friendly one
if (this.Tag != unitComponent.Tag)
{
if (unitComponent.Tag.Equals(TagManager.Human))
{
CaptureHuman(unitComponent);
}
else // we know that it's an ennemy
{
AttackEnemy(unitComponent);
}
}
}
}
}