The Greatest Game Dev To Have Ever Lived

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reisenlol 2026-01-26 01:06:40 -08:00
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16 changed files with 398 additions and 37 deletions

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@ -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)
{ {
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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()
{ {

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@ -0,0 +1,16 @@
using UnityEngine;
public class ClassAbility : MonoBehaviour
{
public string abilityName;
public PlayerEntity thisEntity;
public virtual void TryAbility()
{
}
protected virtual void AbilityEffects()
{
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fc8d15189dbb82d06ab5b16e381ec83d

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@ -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);
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 093bb0b035a9e08d6bc85b8b5b110027

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@ -0,0 +1,5 @@
using UnityEngine;
public class Construction : Entity
{
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6ae998986ae9a0893a2de369d0a943e6

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@ -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.
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8ec3e66b2a18ee85c963a43c95b592d2

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@ -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);
}
}
} }

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@ -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()
{ {

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@ -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;
}
} }