Balanced level configs
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@ -248,8 +248,8 @@ MonoBehaviour:
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_startFood: 50
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_startFood: 30
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@ -194,8 +194,8 @@ MonoBehaviour:
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@ -194,8 +194,8 @@ MonoBehaviour:
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Assets/Design/Levels/WaveConfig_1_3.asset
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33
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33
Assets/Design/Levels/WaveConfig_1_4.asset
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33
Assets/Design/Levels/WaveConfig_1_4.asset
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33
Assets/Design/Levels/WaveConfig_1_5.asset
Normal file
33
Assets/Design/Levels/WaveConfig_1_5.asset
Normal file
@ -0,0 +1,33 @@
|
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|
%YAML 1.1
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8
Assets/Design/Levels/WaveConfig_1_5.asset.meta
Normal file
8
Assets/Design/Levels/WaveConfig_1_5.asset.meta
Normal file
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33
Assets/Design/Levels/WaveConfig_1_6.asset
Normal file
33
Assets/Design/Levels/WaveConfig_1_6.asset
Normal file
@ -0,0 +1,33 @@
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|
%YAML 1.1
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8
Assets/Design/Levels/WaveConfig_1_6.asset.meta
Normal file
8
Assets/Design/Levels/WaveConfig_1_6.asset.meta
Normal file
@ -0,0 +1,8 @@
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|
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assetBundleVariant:
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@ -13,23 +13,11 @@ MonoBehaviour:
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|
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3
Assets/Scripts/Events/LastWaveCompletedEvent.cs
Normal file
3
Assets/Scripts/Events/LastWaveCompletedEvent.cs
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
using GatherAndDefend.Events;
|
||||||
|
|
||||||
|
public class LastWaveCompletedEvent : EventBase { }
|
||||||
11
Assets/Scripts/Events/LastWaveCompletedEvent.cs.meta
Normal file
11
Assets/Scripts/Events/LastWaveCompletedEvent.cs.meta
Normal file
@ -0,0 +1,11 @@
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|
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|
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|
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|
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|
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|
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|
assetBundleName:
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assetBundleVariant:
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@ -6,19 +6,26 @@ using System;
|
|||||||
public class EnemyType
|
public class EnemyType
|
||||||
{
|
{
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private Opponent _enemy;
|
private GameObject _enemy;
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
private int _count;
|
private int _count;
|
||||||
|
|
||||||
|
private Opponent _opponent;
|
||||||
|
|
||||||
public int GetEnemyToughness()
|
public int GetEnemyToughness()
|
||||||
{
|
{
|
||||||
float toughness = Mathf.Round((_enemy.Hp / 10) / 2);
|
if (_opponent == null)
|
||||||
|
{
|
||||||
|
_opponent = _enemy.GetComponent<Opponent>();
|
||||||
|
}
|
||||||
|
|
||||||
|
float toughness = Mathf.Round((_opponent.Hp / 10) / 2);
|
||||||
return (int)toughness;
|
return (int)toughness;
|
||||||
}
|
}
|
||||||
|
|
||||||
public GameObject GetEnemyObject()
|
public GameObject GetEnemyObject()
|
||||||
{
|
{
|
||||||
return _enemy.gameObject;
|
return _enemy;
|
||||||
}
|
}
|
||||||
public int Count
|
public int Count
|
||||||
{
|
{
|
||||||
|
|||||||
@ -1,36 +1,50 @@
|
|||||||
|
using GatherAndDefend.Events;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class VictoryDefeat : MonoBehaviour
|
public class VictoryDefeat : MonoBehaviour
|
||||||
{
|
{
|
||||||
private bool _wavesEnd = false;
|
public const float positionLoseLimit = -10.0f;
|
||||||
private bool _isShowingVictoryOrDefeat = false;
|
|
||||||
[SerializeField] private Animator _victoryAnimator;
|
[SerializeField] private Animator _victoryAnimator;
|
||||||
[SerializeField] private Animator _defeatAnimator;
|
[SerializeField] private Animator _defeatAnimator;
|
||||||
|
|
||||||
public const float positionLoseLimit = -10.0f;
|
private bool _lastWaveCompleted = false;
|
||||||
|
private bool _isShowingVictoryOrDefeat = false;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
_isShowingVictoryOrDefeat = false;
|
_isShowingVictoryOrDefeat = false;
|
||||||
|
|
||||||
|
EventAggregator.Instance.GetEvent<LastWaveCompletedEvent>().Attach(HandleLastWaveCompletedEvent);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
EventAggregator.Instance.GetEvent<LastWaveCompletedEvent>().Detach(HandleLastWaveCompletedEvent);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleLastWaveCompletedEvent()
|
||||||
|
{
|
||||||
|
_lastWaveCompleted = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
{
|
{
|
||||||
if (_isShowingVictoryOrDefeat) return;
|
if (_isShowingVictoryOrDefeat) return;
|
||||||
|
|
||||||
List<LevelObject> opponentsList = LevelManager.Instance.GetAll<LevelObject>(x => x is Opponent);
|
List<LevelObject> opponentsList = LevelManager.Instance.GetAll<LevelObject>(x => x is Opponent);
|
||||||
|
|
||||||
//I believe that we win if the waves are finished and there are no more monsters (to be modified in the case that's not it)
|
// Win if the waves are finished and there are no more monsters.
|
||||||
if(_wavesEnd && opponentsList.Count == 0)
|
if(_lastWaveCompleted && opponentsList.Count == 0)
|
||||||
{
|
{
|
||||||
_victoryAnimator.Play("ShowVictoryOrDefeat");
|
_victoryAnimator.Play("ShowVictoryOrDefeat");
|
||||||
_isShowingVictoryOrDefeat = true;
|
_isShowingVictoryOrDefeat = true;
|
||||||
// win !
|
// win !
|
||||||
}
|
}
|
||||||
|
|
||||||
//I estimate that we lose if one of the enemies arrives behind our line of defense (to be modified in the case it's not that)
|
// Lose if one of the enemies arrives behind our line of defense.
|
||||||
foreach (Opponent opponent in opponentsList)
|
foreach (Opponent opponent in opponentsList)
|
||||||
{
|
{
|
||||||
if (opponent == null) return;
|
if (opponent == null) return;
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user