VZ/Assets/Scripts/Unit.cs
Samuel 9de4c9ee7c - Updated CharacterBehavior
- Updated mapped dead animaition for vampire,squad,unit and zombie
- Removed unused variable in tag and layer manager.
- Updated sam_capture scene
- Updated sam_squad scene
2015-08-15 18:10:37 -04:00

119 lines
3.2 KiB
C#

using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using JetBrains.Annotations;
public class Unit : MonoBehaviour
{
public int defaultHp = 250;
public int defaultAttack = 100;
public float LerpSpeed = 1;
public int destinationGap = 5;
public float DyingTime = 1.0f;
private LinkedList<Command> commandList;
private int _hp; // the unit hp
private CharacterBehavior _character;
// Use this for initialization
void Start ()
{
IsCaptured = false;
Hp = defaultHp;
Attack = defaultAttack;
// initialize default specie
Tag = TagLayerManager.Human;
Layer = TagLayerManager.HumanLayerIndex;
IsDead = false;
_character = GetComponent<CharacterBehavior>();
}
void Update()
{
if (IsDead)
{
DestroyUnit(DyingTime);
}
else if (IsCaptured)
{
var gapVector = new Vector3(TargetDestination.position.x + destinationGap, TargetDestination.position.y,TargetDestination.position.z + destinationGap);
// TODO improve the translation position so that every unit captured are around the squad leader and not at only one position.
transform.position = Vector3.Lerp(transform.position, gapVector, LerpSpeed * 3.0f * Time.deltaTime);
//See more at: http://unitydojo.blogspot.ca/2014/03/how-to-use-lerp-in-unity-like-boss.html#sthash.ueWlstRk.dpuf*/
_character.PlayCaptureAnimation(IsCaptured);
}
else
{
_character.PlayCaptureAnimation(IsCaptured);
}
}
/// <summary>
/// Add a command at the end of the list
/// </summary>
/// <param name="c">The command to add</param>
protected void AddCommand(Command c)
{
this.commandList.AddLast(c);
}
protected void ExecuteCommand()
{
}
/// <summary>
/// Destroy the current unit
/// </summary>
protected IEnumerator DestroyUnit(float dyingTime)
{
//TODO First play dead animation
// retreive the character behavior object, so that we can access it's animation properties...
var character = GetComponent<CharacterBehavior>();
// play the death animation
character.PlayDeathAnimation();
yield return new WaitForSeconds(character.CurrrentAnimationLength());
// then destroy the game object only 3 seconds after the animation
Destroy(this.transform.gameObject, dyingTime);
}
#region Unit properties
public bool IsCaptured { get; set; }
public int Hp
{
get { return _hp; }
set
{
_hp = value > defaultHp ? defaultHp : value;
if (Hp <= 0)
{
//IsDead = true;
StartCoroutine(DestroyUnit(DyingTime));
}
}
}
public int Attack { get; set; }
public bool IsDead { get; set; }
public Transform TargetDestination { get; set; }
public string Tag
{
get { return this.gameObject.tag; }
set { gameObject.tag = value; }
}
public int Layer
{
get { return this.gameObject.layer; }
set { gameObject.layer = value; }
}
#endregion
}