mirror of
https://github.com/ConjureETS/VZ.git
synced 2026-03-24 02:11:15 +00:00
269 lines
7.5 KiB
C#
269 lines
7.5 KiB
C#
using System;
|
|
using UnityEngine;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
public class Squad : Unit
|
|
{
|
|
#region class members
|
|
|
|
/// <summary>
|
|
/// List of non attackable units.
|
|
/// </summary>
|
|
private List<Unit> humans;
|
|
|
|
/// <summary>
|
|
/// List of attackable units.
|
|
/// </summary>
|
|
private List<Unit> soldiers;
|
|
|
|
/// <summary>
|
|
/// List of abandonned units. (this list is accessible for both teams)
|
|
/// </summary>
|
|
private List<Unit> abandonnedUnits;
|
|
|
|
/// <summary>
|
|
/// Index of the first soldier in the list.
|
|
/// </summary>
|
|
private int targetSoldierIndex;
|
|
|
|
/// <summary>
|
|
/// The tag to assign for each soldiers in the squad
|
|
/// </summary>
|
|
public String squadTag;
|
|
|
|
#endregion
|
|
|
|
// Use this for initialization
|
|
void Start ()
|
|
{
|
|
InitializeSquadTag();
|
|
humans = new List<Unit>();
|
|
soldiers = new List<Unit>();
|
|
}
|
|
|
|
// 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
|
|
/// <summary>
|
|
/// Assign the corresponding squad tag to each soldiers.
|
|
/// </summary>
|
|
private void InitializeSquadTag()
|
|
{
|
|
foreach (var soldier in soldiers)
|
|
{
|
|
soldier.Tag = squadTag;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add the human unit in the humans unit list.
|
|
/// </summary>
|
|
/// <param name="humanUnit">the human unit to add in the human unit list</param>
|
|
void AddHuman(Unit humanUnit)
|
|
{
|
|
humans.Add(humanUnit);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add the human unit in the abandonned unit list.
|
|
/// </summary>
|
|
/// <param name="soldierUnit">the soldier unit to add in the soldier unit list</param>
|
|
void AddSoldier(Unit soldierUnit)
|
|
{
|
|
soldiers.Add(soldierUnit);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add the human unit in the abandonned unit list.
|
|
/// </summary>
|
|
/// <param name="humanUnit">the human to add in the abandonned unit list</param>
|
|
void AddAbandonnedHuman(Unit humanUnit)
|
|
{
|
|
abandonnedUnits.Add(humanUnit);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove the human unit from the abandonned unit list.
|
|
/// </summary>
|
|
/// <param name="humanUnit">the human unit to remove</param>
|
|
void RemoveAbandonnedHuman(Unit humanUnit)
|
|
{
|
|
abandonnedUnits.Remove(humanUnit);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Dispose of a human unit and heal all the soldiers with a percentage depending
|
|
/// of the number of remaining soldiers.
|
|
/// </summary>
|
|
/// <param name="humanUnit">The human to dispose</param>
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Abandon a specified amount of units.
|
|
/// </summary>
|
|
/// <param name="nbUnits">The number of units to abandon</param>
|
|
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!");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove the selected soldier from the unit list.
|
|
/// </summary>
|
|
/// <param name="soldierUnit">the corresponding soldier that we want to remove</param>
|
|
void RemoveSoldier(Unit soldierUnit)
|
|
{
|
|
soldiers.Remove(soldierUnit);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove the selected human from the human list.
|
|
/// </summary>
|
|
/// <param name="humanUnit">the corresponding human that we want to remove</param>
|
|
void RemoveHuman(Unit humanUnit)
|
|
{
|
|
humans.Remove(humanUnit);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transform the human to the corresponding type of the squad.
|
|
/// </summary>
|
|
/// <param name="nbHumans">the number of humans to transform</param>
|
|
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
|
|
|
|
/// <summary>
|
|
/// Return the list of the abandonned units to the ennemy team
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public List<Unit> GetAbandonnedUnits()
|
|
{
|
|
return abandonnedUnits;
|
|
}
|
|
|
|
#endregion
|
|
}
|