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https://github.com/ConjureETS/VZ.git
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193 lines
5.0 KiB
C#
193 lines
5.0 KiB
C#
using System;
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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public class Unit : MonoBehaviour
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{
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public int defaultHp = 250;
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public int defaultAttack = 100;
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public float LerpSpeed = 1;
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public int destinationGap = 5;
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public float DyingTime = 1.0f;
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private LinkedList<Command> commandList;
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private int _hp; // the unit hp
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private CharacterBehavior _character;
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// movements
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public enum direction : int { up = 1, down = 2, left = 3, right = 4 };
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public float speed = 0.5f;
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public int maxQueueSize = 5;
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public bool overwriteQueue = false;
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private Queue<int> queue = new Queue<int>();
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// Use this for initialization
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void Start ()
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{
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IsCaptured = false;
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Hp = defaultHp;
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Attack = defaultAttack;
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// initialize default specie
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Tag = TagLayerManager.Human;
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Layer = TagLayerManager.HumanLayerIndex;
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IsDead = false;
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_character = GetComponent<CharacterBehavior>();
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queue.Enqueue(4); //TEST
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}
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void Update()
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{
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if (IsDead)
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{
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DestroyUnit(DyingTime);
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}
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else if (IsCaptured)
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{
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var gapVector = new Vector3(TargetDestination.position.x + destinationGap, TargetDestination.position.y,TargetDestination.position.z + destinationGap);
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// TODO improve the translation position so that every unit captured are around the squad leader and not at only one position.
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transform.position = Vector3.Lerp(transform.position, gapVector, LerpSpeed * 3.0f * Time.deltaTime);
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//See more at: http://unitydojo.blogspot.ca/2014/03/how-to-use-lerp-in-unity-like-boss.html#sthash.ueWlstRk.dpuf*/
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_character.PlayCaptureAnimation(IsCaptured);
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}
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else
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{
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_character.PlayCaptureAnimation(IsCaptured);
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// move towards the target node
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if (target != null) {
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_character.PlayRunAnimation(true);
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transform.LookAt(target.transform);
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transform.position = Vector3.MoveTowards(transform.position, target.pos, speed);
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}
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else {
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// if we don't have a target, then we're not moving
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_character.PlayRunAnimation(false);
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}
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}
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}
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/// <summary>
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/// Add a command at the end of the list
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/// </summary>
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/// <param name="c">The command to add</param>
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protected void AddCommand(Command c)
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{
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this.commandList.AddLast(c);
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}
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protected void ExecuteCommand()
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{
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}
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/// <summary>
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/// Destroy the current unit
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/// </summary>
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protected IEnumerator DestroyUnit(float dyingTime)
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{
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//TODO First play dead animation
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// retreive the character behavior object, so that we can access it's animation properties...
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var character = GetComponent<CharacterBehavior>();
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// play the death animation
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character.PlayDeathAnimation();
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yield return new WaitForSeconds(character.CurrrentAnimationLength());
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// then destroy the game object only 3 seconds after the animation
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Destroy(this.transform.gameObject, dyingTime);
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}
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public void EnqueueMove(int move) {
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//TODO: add logic to handle max size
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// overwrite the queue on first new move input if we switched to a new squad
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if (overwriteQueue) {
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queue.Clear();
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}
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overwriteQueue = false;
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printQueue();
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queue.Enqueue(move);
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}
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public int DequeueMove() {
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int move;
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// if there is only one move left, we do not remove it
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// so the unit keeps moving in the same direction
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if (queue.Count > 1) {
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move = queue.Dequeue();
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}
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else if( queue.Count == 1){
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move = queue.Peek();
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}
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else {
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move = 0;
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}
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printQueue();
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return move;
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}
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// debug function for queue
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private void printQueue() {
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string queuestr = "queue size: " + queue.Count + " ==> ";
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foreach (int m in queue) {
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queuestr += m + ", ";
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}
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Debug.Log(queuestr);
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}
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#region Unit properties
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public bool IsCaptured { get; set; }
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public int Hp
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{
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get { return _hp; }
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set
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{
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_hp = value > defaultHp ? defaultHp : value;
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if (Hp <= 0)
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{
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//IsDead = true;
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StartCoroutine(DestroyUnit(DyingTime));
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}
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}
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}
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public int Attack { get; set; }
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public bool IsDead { get; set; }
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public Transform TargetDestination { get; set; }
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public string Tag
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{
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get { return this.gameObject.tag; }
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set { gameObject.tag = value; }
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}
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public int Layer
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{
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get { return this.gameObject.layer; }
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set { gameObject.layer = value; }
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}
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public Node target { get; set; }
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#endregion
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}
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