The Greatest Game Dev To Have Ever Lived
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51
Assets/Prefabs/HealAbility.prefab
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51
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7
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||||||
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_ConstrainProportionsScale: 0
|
||||||
|
m_Children:
|
||||||
|
- {fileID: 1492494373}
|
||||||
|
m_Father: {fileID: 1453849255}
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
|
m_AnchorMin: {x: 0, y: 0}
|
||||||
|
m_AnchorMax: {x: 1, y: 1}
|
||||||
|
m_AnchoredPosition: {x: 0, y: 0}
|
||||||
|
m_SizeDelta: {x: 0, y: 0}
|
||||||
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!1 &1741550581
|
--- !u!1 &1741550581
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|
@ -5129,7 +5302,8 @@ MonoBehaviour:
|
||||||
attackButton: {fileID: 1904174745}
|
attackButton: {fileID: 1904174745}
|
||||||
reloadButton: {fileID: 1218150749}
|
reloadButton: {fileID: 1218150749}
|
||||||
switchButton: {fileID: 437005975}
|
switchButton: {fileID: 437005975}
|
||||||
officerAbilityButton: {fileID: 1684414387}
|
classAbilityButton: {fileID: 1684414387}
|
||||||
|
classAbilityLabel: {fileID: 1027207201}
|
||||||
weaponUIPanel: {fileID: 922303061}
|
weaponUIPanel: {fileID: 922303061}
|
||||||
templateWeaponButton: {fileID: 1226097033}
|
templateWeaponButton: {fileID: 1226097033}
|
||||||
templateButtonHeight: 50
|
templateButtonHeight: 50
|
||||||
|
|
@ -7101,6 +7275,10 @@ PrefabInstance:
|
||||||
propertyPath: maxMovement
|
propertyPath: maxMovement
|
||||||
value: 4
|
value: 4
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: 7370141107480051474, guid: 0890a915b9432db98b28379f0c26c064, type: 3}
|
||||||
|
propertyPath: classAbility
|
||||||
|
value:
|
||||||
|
objectReference: {fileID: 2386380402288434018, guid: 399276321551d6338842b1dc4975d66f, type: 3}
|
||||||
- target: {fileID: 7370141107480051474, guid: 0890a915b9432db98b28379f0c26c064, type: 3}
|
- target: {fileID: 7370141107480051474, guid: 0890a915b9432db98b28379f0c26c064, type: 3}
|
||||||
propertyPath: currentWeapon
|
propertyPath: currentWeapon
|
||||||
value:
|
value:
|
||||||
|
|
|
||||||
|
|
@ -42,7 +42,8 @@ public class ActionUIHandler : MonoBehaviour
|
||||||
[SerializeField] private Button attackButton;
|
[SerializeField] private Button attackButton;
|
||||||
[SerializeField] private Button reloadButton;
|
[SerializeField] private Button reloadButton;
|
||||||
[SerializeField] private Button switchButton;
|
[SerializeField] private Button switchButton;
|
||||||
[SerializeField] private Button officerAbilityButton;
|
[SerializeField] private Button classAbilityButton;
|
||||||
|
[SerializeField] private TextMeshProUGUI classAbilityLabel;
|
||||||
|
|
||||||
[Header("Weapon Switcher")]
|
[Header("Weapon Switcher")]
|
||||||
[SerializeField] private RectTransform weaponUIPanel;
|
[SerializeField] private RectTransform weaponUIPanel;
|
||||||
|
|
@ -89,10 +90,11 @@ public class ActionUIHandler : MonoBehaviour
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
officerAbilityButton.gameObject.SetActive(false);
|
classAbilityButton.gameObject.SetActive(false);
|
||||||
if (selectedEntity.officerInstance)
|
if (selectedEntity.abilityInstance)
|
||||||
{
|
{
|
||||||
officerAbilityButton.gameObject.SetActive(true);
|
classAbilityButton.gameObject.SetActive(true);
|
||||||
|
classAbilityLabel.text = selectedEntity.abilityInstance.abilityName;
|
||||||
}
|
}
|
||||||
moveButton.gameObject.SetActive(true);
|
moveButton.gameObject.SetActive(true);
|
||||||
switchButton.gameObject.SetActive(true);
|
switchButton.gameObject.SetActive(true);
|
||||||
|
|
@ -137,9 +139,9 @@ public class ActionUIHandler : MonoBehaviour
|
||||||
HideUI();
|
HideUI();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ActivateOfficer()
|
public void ActivateClassAbility()
|
||||||
{
|
{
|
||||||
selectedEntity.officerInstance.ActivateAbility();
|
selectedEntity.abilityInstance.TryAbility();
|
||||||
}
|
}
|
||||||
public void SkipTurn()
|
public void SkipTurn()
|
||||||
{
|
{
|
||||||
|
|
|
||||||
16
Assets/Scripts/ClassAbility.cs
Normal file
16
Assets/Scripts/ClassAbility.cs
Normal file
|
|
@ -0,0 +1,16 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class ClassAbility : MonoBehaviour
|
||||||
|
{
|
||||||
|
public string abilityName;
|
||||||
|
public PlayerEntity thisEntity;
|
||||||
|
public virtual void TryAbility()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void AbilityEffects()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/ClassAbility.cs.meta
Normal file
2
Assets/Scripts/ClassAbility.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fc8d15189dbb82d06ab5b16e381ec83d
|
||||||
15
Assets/Scripts/ConstructAbility.cs
Normal file
15
Assets/Scripts/ConstructAbility.cs
Normal file
|
|
@ -0,0 +1,15 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class ConstructAbility : ClassAbility
|
||||||
|
{
|
||||||
|
[SerializeField] private Construction building;
|
||||||
|
public override void TryAbility()
|
||||||
|
{
|
||||||
|
AbilityEffects();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void AbilityEffects()
|
||||||
|
{
|
||||||
|
Instantiate(building, transform.position, Quaternion.identity);
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/ConstructAbility.cs.meta
Normal file
2
Assets/Scripts/ConstructAbility.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 093bb0b035a9e08d6bc85b8b5b110027
|
||||||
5
Assets/Scripts/Construction.cs
Normal file
5
Assets/Scripts/Construction.cs
Normal file
|
|
@ -0,0 +1,5 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Construction : Entity
|
||||||
|
{
|
||||||
|
}
|
||||||
2
Assets/Scripts/Construction.cs.meta
Normal file
2
Assets/Scripts/Construction.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6ae998986ae9a0893a2de369d0a943e6
|
||||||
32
Assets/Scripts/HealAbility.cs
Normal file
32
Assets/Scripts/HealAbility.cs
Normal file
|
|
@ -0,0 +1,32 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class HealAbility : ClassAbility
|
||||||
|
{
|
||||||
|
private PlayerEntity thisPlayer;
|
||||||
|
[SerializeField] private float healingAmount;
|
||||||
|
[SerializeField] private int suppliesMax;
|
||||||
|
public int currentSupplies;
|
||||||
|
|
||||||
|
public override void TryAbility()
|
||||||
|
{
|
||||||
|
if (currentSupplies > 0)
|
||||||
|
{
|
||||||
|
currentSupplies--;
|
||||||
|
AbilityEffects();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void AbilityEffects()
|
||||||
|
{
|
||||||
|
HealPlayer();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HealPlayer()
|
||||||
|
{
|
||||||
|
PlayerEntity closestPlayer = thisPlayer.GetAdjacentPlayers();
|
||||||
|
if (closestPlayer)
|
||||||
|
{
|
||||||
|
closestPlayer.Heal(healingAmount); //insane code, i know.
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/HealAbility.cs.meta
Normal file
2
Assets/Scripts/HealAbility.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8ec3e66b2a18ee85c963a43c95b592d2
|
||||||
|
|
@ -5,9 +5,10 @@ using UnityEngine;
|
||||||
|
|
||||||
public class MeleeWeapon : Weapon
|
public class MeleeWeapon : Weapon
|
||||||
{
|
{
|
||||||
public LayerMask entityLayer;
|
[SerializeField] private Rigidbody2D rb;
|
||||||
[SerializeField] private GameObject debugColliderHitbox;
|
[SerializeField] private GameObject debugColliderHitbox;
|
||||||
[SerializeField] private Vector2 colliderSize;
|
[SerializeField] private Vector2 colliderSize;
|
||||||
|
[SerializeField] private List<Enemy> enemiesInRange = new();
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
|
|
@ -15,17 +16,14 @@ public class MeleeWeapon : Weapon
|
||||||
{
|
{
|
||||||
Vector2 mouseWorldPos = PlayerEntityMovement.instance.mouseWorldPos; //using this so i don't have to paste in and recalculate the variable on something i already have lol
|
Vector2 mouseWorldPos = PlayerEntityMovement.instance.mouseWorldPos; //using this so i don't have to paste in and recalculate the variable on something i already have lol
|
||||||
debugColliderHitbox.gameObject.SetActive(true);
|
debugColliderHitbox.gameObject.SetActive(true);
|
||||||
transform.Lookat2D(mouseWorldPos);
|
Vector2 direction = mouseWorldPos - (Vector2)transform.position;
|
||||||
|
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; //did you know i sucked at trig? because i don't understand this lol ;
|
||||||
|
rb.rotation = angle;
|
||||||
if (Input.GetMouseButtonDown(0))
|
if (Input.GetMouseButtonDown(0))
|
||||||
{
|
{
|
||||||
RaycastHit2D[] enemyList = Physics2D.BoxCastAll(transform.position, colliderSize, Vector3.Angle(transform.position, mouseWorldPos),
|
foreach (Enemy enemy in enemiesInRange)
|
||||||
PlayerEntityMovement.instance.mouseWorldPos, 2, entityLayer);
|
|
||||||
foreach (RaycastHit2D enemy in enemyList)
|
|
||||||
{
|
{
|
||||||
if (!enemy.transform.CompareTag(tag) && enemy.transform.TryGetComponent(out Entity isEntity))
|
enemy.TakeDamage(damage, thisEntity);
|
||||||
{
|
|
||||||
isEntity.TakeDamage(damage, thisEntity);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
isAiming = false;
|
isAiming = false;
|
||||||
thisEntity.actions--;
|
thisEntity.actions--;
|
||||||
|
|
@ -47,4 +45,20 @@ public class MeleeWeapon : Weapon
|
||||||
{
|
{
|
||||||
isAiming = true;
|
isAiming = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnTriggerEnter2D(Collider2D other)
|
||||||
|
{
|
||||||
|
if (!other.CompareTag(tag) && other.TryGetComponent(out Enemy isEnemy))
|
||||||
|
{
|
||||||
|
enemiesInRange.Add(isEnemy);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerExit2D(Collider2D other)
|
||||||
|
{
|
||||||
|
if (!other.CompareTag(tag) && other.TryGetComponent(out Enemy isEnemy) && enemiesInRange.Contains(isEnemy))
|
||||||
|
{
|
||||||
|
enemiesInRange.Remove(isEnemy);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,9 +1,8 @@
|
||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class OfficerAbilities : MonoBehaviour
|
public class OfficerAbilities : ClassAbility
|
||||||
{
|
{
|
||||||
public PlayerEntity thisEntity;
|
|
||||||
[Header("Kills")]
|
[Header("Kills")]
|
||||||
[SerializeField] private int killQuota;
|
[SerializeField] private int killQuota;
|
||||||
private int currentKills;
|
private int currentKills;
|
||||||
|
|
@ -36,7 +35,7 @@ public class OfficerAbilities : MonoBehaviour
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ActivateAbility()
|
public override void TryAbility()
|
||||||
{
|
{
|
||||||
if (currentKills >= killQuota)
|
if (currentKills >= killQuota)
|
||||||
{
|
{
|
||||||
|
|
@ -46,11 +45,6 @@ public class OfficerAbilities : MonoBehaviour
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void AbilityEffects()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
protected virtual void DeactivateAbility()
|
protected virtual void DeactivateAbility()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -12,9 +12,9 @@ public class PlayerEntity : Entity
|
||||||
[SerializeField] private Weapon[] weapons;
|
[SerializeField] private Weapon[] weapons;
|
||||||
[HideInInspector] public List<Weapon> weaponInstances = new();
|
[HideInInspector] public List<Weapon> weaponInstances = new();
|
||||||
public Weapon currentWeapon;
|
public Weapon currentWeapon;
|
||||||
[Header("OfficerAbilities")]
|
[Header("Class Abilities")]
|
||||||
[SerializeField] private OfficerAbilities officerAbility;
|
[SerializeField] private ClassAbility classAbility;
|
||||||
[HideInInspector] public OfficerAbilities officerInstance;
|
[HideInInspector] public ClassAbility abilityInstance;
|
||||||
[Header("UI")]
|
[Header("UI")]
|
||||||
[SerializeField] private Transform hpBar;
|
[SerializeField] private Transform hpBar;
|
||||||
public GameObject debugDoneObject;
|
public GameObject debugDoneObject;
|
||||||
|
|
@ -30,8 +30,8 @@ public class PlayerEntity : Entity
|
||||||
|
|
||||||
if (selectedClass == PlayerClass.Officer)
|
if (selectedClass == PlayerClass.Officer)
|
||||||
{
|
{
|
||||||
officerInstance = Instantiate(officerAbility, transform);
|
abilityInstance = Instantiate(classAbility, transform);
|
||||||
officerInstance.thisEntity = this;
|
abilityInstance.thisEntity = this;
|
||||||
}
|
}
|
||||||
currentWeapon = weaponInstances[0];
|
currentWeapon = weaponInstances[0];
|
||||||
}
|
}
|
||||||
|
|
@ -84,4 +84,16 @@ public class PlayerEntity : Entity
|
||||||
ActionUIHandler.instance.ShowUI(this);
|
ActionUIHandler.instance.ShowUI(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public PlayerEntity GetAdjacentPlayers()
|
||||||
|
{
|
||||||
|
foreach (TileObject neighbor in currentTile.neighbors)
|
||||||
|
{
|
||||||
|
if (neighbor.hasUnit && neighbor.hasUnit is PlayerEntity)
|
||||||
|
{
|
||||||
|
return neighbor.hasUnit as PlayerEntity; //i'll uh, make it return a list later this is just a quick way.
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue