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{fileID: 1349034868} - {fileID: 1389484819} - {fileID: 519420032} - {fileID: 619394802} diff --git a/Assets/Scripts/ActionUIHandler.cs b/Assets/Scripts/ActionUIHandler.cs index ff5bcf3..7614c77 100644 --- a/Assets/Scripts/ActionUIHandler.cs +++ b/Assets/Scripts/ActionUIHandler.cs @@ -1,3 +1,4 @@ +using System; using TMPro; using UnityEngine; using UnityEngine.UI; @@ -21,10 +22,19 @@ public class ActionUIHandler : MonoBehaviour #endregion private PlayerEntity selectedEntity; private RangedWeapon possibleRanged; - public bool opened; [Header("Main UI")] - [SerializeField] private Vector3 offset; [SerializeField] private GameObject actionUI; + [SerializeField] private TextMeshProUGUI actionText; + public bool opened; + [Header("Info UI")] + [SerializeField] private GameObject infoUI; + [SerializeField] private TextMeshProUGUI nameLabel; + [SerializeField] private TextMeshProUGUI classLabel; + [SerializeField] private Image unitPortrait; + [SerializeField] private TextMeshProUGUI attackLabel; + [SerializeField] private TextMeshProUGUI speedLabel; + [SerializeField] private Transform healthBar; + [SerializeField] private TextMeshProUGUI healthText; [Header("Action Buttons")] [SerializeField] private Button moveButton; [SerializeField] private Button attackButton; @@ -37,13 +47,15 @@ public class ActionUIHandler : MonoBehaviour [SerializeField] private float templateButtonHeight; //500 if statements in this script lol + public void ShowUI(PlayerEntity target) { opened = true; possibleRanged = null; selectedEntity = target; - transform.position = Input.mousePosition + offset; actionUI.SetActive(true); + actionText.gameObject.SetActive(true); + infoUI.SetActive(true); UpdateUI(); } @@ -53,7 +65,7 @@ public class ActionUIHandler : MonoBehaviour { possibleRanged = isRanged; } - if ((!isRanged || !isRanged.fired) && !selectedEntity.hasAttacked) + if (!isRanged || !isRanged.fired) { attackButton.gameObject.SetActive(true); reloadButton.gameObject.SetActive(false); @@ -63,7 +75,7 @@ public class ActionUIHandler : MonoBehaviour attackButton.gameObject.SetActive(false); if (isRanged && isRanged.fired) { - if (selectedEntity.hasMoved || selectedEntity.hasAttacked) + if (selectedEntity.actions < 2) { reloadButton.gameObject.SetActive(false); } @@ -73,27 +85,37 @@ public class ActionUIHandler : MonoBehaviour } } } - if (!selectedEntity.hasMoved || !selectedEntity.hasAttacked) - { - moveButton.gameObject.SetActive(true); - switchButton.gameObject.SetActive(true); - } - if (selectedEntity.hasAttacked && selectedEntity.hasMoved) + moveButton.gameObject.SetActive(true); + switchButton.gameObject.SetActive(true); + actionText.text = $"Remaining Actions: {selectedEntity.actions}"; + UpdateInfo(); + if (selectedEntity.actions == 0) { HideUI(); } } + + public void UpdateInfo() + { + healthBar.localScale = new Vector3(selectedEntity.health / selectedEntity.maxHealth,1,1); + healthText.text = $"{selectedEntity.health}/{selectedEntity.maxHealth}"; + attackLabel.text = $"Attack: {selectedEntity.currentWeapon.damage}"; + speedLabel.text = $"Speed: {selectedEntity.maxMovement}"; + } public void HideUI() { opened = false; - actionUI.SetActive(false); - weaponUIPanel.gameObject.SetActive(false); + foreach (Transform uiObject in transform) + { + uiObject.gameObject.SetActive(false); + } + infoUI.SetActive(false); } public void ReloadGun() { possibleRanged.Reload(); - selectedEntity.hasAttacked = true; + selectedEntity.actions -= 2; HideUI(); } @@ -145,7 +167,7 @@ public class ActionUIHandler : MonoBehaviour public void SelectWeapon(Weapon weaponSelected) { - MoveAction(); + selectedEntity.actions--; selectedEntity.SwitchWeapon(weaponSelected); HideWeaponList(); UpdateUI(); @@ -155,15 +177,4 @@ public class ActionUIHandler : MonoBehaviour { weaponUIPanel.gameObject.SetActive(false); } - private void MoveAction() - { - if (!selectedEntity.hasMoved) - { - selectedEntity.hasMoved = true; - } - else if (!selectedEntity.hasAttacked) - { - selectedEntity.hasAttacked = true; - } - } } diff --git a/Assets/Scripts/CameraController.cs b/Assets/Scripts/CameraController.cs new file mode 100644 index 0000000..fee1834 --- /dev/null +++ b/Assets/Scripts/CameraController.cs @@ -0,0 +1,17 @@ +using System; +using UnityEngine; + +public class CameraController : MonoBehaviour +{ + public float panSpeed; + public bool canMoveCamera = true; + + private void Update() + { + if (canMoveCamera) + { + Vector2 moveDirection = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")); + transform.Translate(moveDirection * (panSpeed * Time.deltaTime)); + } + } +} diff --git a/Assets/Scripts/CameraController.cs.meta b/Assets/Scripts/CameraController.cs.meta new file mode 100644 index 0000000..7f89874 --- /dev/null +++ b/Assets/Scripts/CameraController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bc0f858f3c02d522db5e0934da8c5766 \ No newline at end of file diff --git a/Assets/Scripts/Entity.cs b/Assets/Scripts/Entity.cs index 469a150..4117a33 100644 --- a/Assets/Scripts/Entity.cs +++ b/Assets/Scripts/Entity.cs @@ -17,7 +17,8 @@ public class Entity : MonoBehaviour public bool canMove = true; public bool invincible; - [Header("Animation")] + [Header("Animation (assume sprites face right)")] + private bool isFacingRight; [SerializeField] private SpriteRenderer[] spriteRenderers; [SerializeField] private float damageColorChangeSpeed; @@ -61,6 +62,19 @@ public class Entity : MonoBehaviour currentTile = pathToMove[currentTileList]; currentState = 0; currentTileList++; + if (currentTileList < pathToMove.Length) + { + float dotProduct = Vector3.Dot((pathToMove[currentTileList].transform.position - currentTile.transform.position), Vector3.right); + if (dotProduct < 0 && !isFacingRight || dotProduct > 0 && isFacingRight) + { + isFacingRight = !isFacingRight; + foreach (SpriteRenderer spriteRenderer in spriteRenderers) + { + spriteRenderer.gameObject.transform.eulerAngles = new Vector3(0, 0, -spriteRenderer.gameObject.transform.eulerAngles.z); + spriteRenderer.flipX = !spriteRenderer.flipX; //quite the jank rotation code + } + } + } } yield return null; } diff --git a/Assets/Scripts/MeleeWeapon.cs b/Assets/Scripts/MeleeWeapon.cs index 03fc5d6..9bcf371 100644 --- a/Assets/Scripts/MeleeWeapon.cs +++ b/Assets/Scripts/MeleeWeapon.cs @@ -19,7 +19,7 @@ public class MeleeWeapon : Weapon if (Input.GetMouseButtonDown(0)) { RaycastHit2D[] enemyList = Physics2D.BoxCastAll(transform.position, colliderSize, Vector3.Angle(transform.position, mouseWorldPos), - PlayerEntityMovement.instance.mouseWorldPos, 100f, entityLayer); + PlayerEntityMovement.instance.mouseWorldPos, 2, entityLayer); foreach (RaycastHit2D enemy in enemyList) { if (!enemy.transform.CompareTag(tag) && enemy.transform.TryGetComponent(out Entity isEntity)) @@ -28,7 +28,7 @@ public class MeleeWeapon : Weapon } } isAiming = false; - thisEntity.hasAttacked = true; + thisEntity.actions--; TurnHandler.instance.UpdateTurns(); ActionUIHandler.instance.UpdateUI(); debugColliderHitbox.gameObject.SetActive(false); diff --git a/Assets/Scripts/PlayerEntity.cs b/Assets/Scripts/PlayerEntity.cs index d5cec19..43e3243 100644 --- a/Assets/Scripts/PlayerEntity.cs +++ b/Assets/Scripts/PlayerEntity.cs @@ -3,9 +3,9 @@ using UnityEngine; public class PlayerEntity : Entity { - [Header("Player Flags")] - public bool hasMoved = false; - public bool hasAttacked = false; + [Header("Player Flags")] + public int actions = 2; + public int maxActions = 2; [Header("Weaponry")] [SerializeField] private Weapon[] weapons; [HideInInspector] public List weaponInstances = new(); @@ -42,8 +42,7 @@ public class PlayerEntity : Entity public void SkipTurn() { - hasMoved = true; - hasAttacked = true; + actions = 0; TurnHandler.instance.UpdateTurns(); } public void Attack() @@ -68,7 +67,7 @@ public class PlayerEntity : Entity private void OnMouseDown() { - if ((!hasMoved || !hasAttacked) && !PlayerEntityMovement.instance.isMoving) + if (actions > 0 && !PlayerEntityMovement.instance.isMoving) { ActionUIHandler.instance.ShowUI(this); } diff --git a/Assets/Scripts/PlayerEntityMovement.cs b/Assets/Scripts/PlayerEntityMovement.cs index e62dc53..6a69dc8 100644 --- a/Assets/Scripts/PlayerEntityMovement.cs +++ b/Assets/Scripts/PlayerEntityMovement.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using UnityEngine; +using UnityEngine.InputSystem; public class PlayerEntityMovement : MonoBehaviour { @@ -66,7 +67,14 @@ public class PlayerEntityMovement : MonoBehaviour requestedTile = newTile; foreach (TileObject tile in pathRequested) { - tile.sprite.color = new Color(137, 137, 137, 255); + if (!currentMovableTiles.Contains(tile)) + { + tile.sprite.color = new Color32(137, 137, 137, 255); + } + else + { + tile.sprite.color = Color.green; + } } PathfindToTarget(); } @@ -159,14 +167,7 @@ public class PlayerEntityMovement : MonoBehaviour StartCoroutine(selectedEntity.MoveToLocation(pathRequested.ToArray())); templateObject.SetActive(false); UncolorGrid(); - if (!selectedEntity.hasMoved) - { - selectedEntity.hasMoved = true; - } - else - { - selectedEntity.hasAttacked = true; - } + selectedEntity.actions--; return true; } diff --git a/Assets/Scripts/RangedWeapon.cs b/Assets/Scripts/RangedWeapon.cs index 92e8241..6be00f8 100644 --- a/Assets/Scripts/RangedWeapon.cs +++ b/Assets/Scripts/RangedWeapon.cs @@ -40,7 +40,7 @@ public class RangedWeapon : Weapon CreateProjectile(mousePos); fired = true; isAiming = false; - thisEntity.hasAttacked = true; + thisEntity.actions--; } else if (Input.GetMouseButtonDown(1)) { diff --git a/Assets/Scripts/TurnHandler.cs b/Assets/Scripts/TurnHandler.cs index 9565790..6676562 100644 --- a/Assets/Scripts/TurnHandler.cs +++ b/Assets/Scripts/TurnHandler.cs @@ -48,7 +48,7 @@ public class TurnHandler : MonoBehaviour { foreach (PlayerEntity player in playerEntities) { - if (!player.hasMoved || !player.hasAttacked) + if (player.actions > 0) { return; } @@ -82,8 +82,7 @@ public class TurnHandler : MonoBehaviour currentGameState = GameState.PlayerTurn; foreach (PlayerEntity player in playerEntities) { - 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