full turns
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15 changed files with 879 additions and 100 deletions
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|
@ -20,46 +20,85 @@ public class ActionUIHandler : MonoBehaviour
|
|||
#endregion
|
||||
private PlayerEntity selectedEntity;
|
||||
private RangedWeapon possibleRanged;
|
||||
public bool opened;
|
||||
[Header("UI")]
|
||||
[SerializeField] private Vector3 offset;
|
||||
[SerializeField] private GameObject actionUI;
|
||||
[SerializeField] private Button moveButton;
|
||||
[SerializeField] private Button attackButton;
|
||||
[SerializeField] private Button reloadButton;
|
||||
|
||||
//500 if statements in this script lol
|
||||
public void ShowUI(PlayerEntity target)
|
||||
{
|
||||
opened = true;
|
||||
possibleRanged = null;
|
||||
selectedEntity = target;
|
||||
transform.position = Input.mousePosition + offset;
|
||||
if (target.currentWeapon.TryGetComponent(out RangedWeapon isRanged))
|
||||
actionUI.SetActive(true);
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
public void UpdateUI()
|
||||
{
|
||||
if (!selectedEntity.hasAttacked)
|
||||
{
|
||||
possibleRanged = isRanged;
|
||||
reloadButton.gameObject.SetActive(true);
|
||||
if (selectedEntity.currentWeapon.TryGetComponent(out RangedWeapon isRanged))
|
||||
{
|
||||
possibleRanged = isRanged;
|
||||
}
|
||||
if (!isRanged || !isRanged.fired)
|
||||
{
|
||||
reloadButton.gameObject.SetActive(false);
|
||||
attackButton.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
reloadButton.gameObject.SetActive(true);
|
||||
attackButton.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
reloadButton.gameObject.SetActive(false);
|
||||
attackButton.gameObject.SetActive(false);
|
||||
}
|
||||
if (!selectedEntity.hasMoved || !selectedEntity.hasAttacked)
|
||||
{
|
||||
moveButton.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
moveButton.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
if (selectedEntity.hasAttacked && selectedEntity.hasMoved)
|
||||
{
|
||||
HideUI();
|
||||
}
|
||||
actionUI.SetActive(true);
|
||||
}
|
||||
public void HideUI()
|
||||
{
|
||||
opened = false;
|
||||
actionUI.SetActive(false);
|
||||
}
|
||||
|
||||
public void ReloadGun()
|
||||
{
|
||||
possibleRanged.Reload();
|
||||
selectedEntity.hasAttacked = true;
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
public void Attack()
|
||||
{
|
||||
selectedEntity.Attack();
|
||||
HideUI();
|
||||
}
|
||||
|
||||
public void SkipTurn()
|
||||
{
|
||||
selectedEntity.SkipTurn();
|
||||
HideUI();
|
||||
}
|
||||
public void MoveEntity()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -3,9 +3,10 @@ using UnityEngine;
|
|||
public class Enemy : Entity
|
||||
{
|
||||
public int turnSpeed;
|
||||
public int minimumAttackRange;
|
||||
public float minimumAttackRange;
|
||||
private PlayerEntity closestPlayer;
|
||||
|
||||
//no weapons yet for enemies so...
|
||||
public float damage;
|
||||
void Start()
|
||||
{
|
||||
turnSpeed = Random.Range(0, 100);
|
||||
|
|
@ -14,10 +15,22 @@ public class Enemy : Entity
|
|||
[ContextMenu("ForceTurn")]
|
||||
public void StartTurn()
|
||||
{
|
||||
TurnHandler.instance.UpdateTurns();
|
||||
closestPlayer = FindClosestPlayer();
|
||||
Debug.Log(closestPlayer);
|
||||
EnemyMovement.instance.PathfindToTarget(closestPlayer.currentTile.neighbors[Random.Range(0, closestPlayer.currentTile.neighbors.Count)], this);
|
||||
if (Vector3.Distance(transform.position, closestPlayer.transform.position) > minimumAttackRange)
|
||||
{
|
||||
EnemyMovement.instance.PathfindToTarget(closestPlayer.currentTile.neighbors[Random.Range(0, closestPlayer.currentTile.neighbors.Count)], this);
|
||||
}
|
||||
else
|
||||
{
|
||||
Attack(closestPlayer);
|
||||
TurnHandler.instance.UpdateTurns();
|
||||
}
|
||||
}
|
||||
|
||||
protected override void FinishedMovement()
|
||||
{
|
||||
base.FinishedMovement();
|
||||
TurnHandler.instance.UpdateTurns();
|
||||
}
|
||||
|
||||
private PlayerEntity FindClosestPlayer()
|
||||
|
|
@ -32,4 +45,13 @@ public class Enemy : Entity
|
|||
}
|
||||
return currentClosestPlayer;
|
||||
}
|
||||
protected override void OnKillEffects()
|
||||
{
|
||||
TurnHandler.instance.enemyEntities.Remove(this);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
public void Attack(PlayerEntity target)
|
||||
{
|
||||
target.TakeDamage(damage);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -21,16 +21,17 @@ public class EnemyMovement : MonoBehaviour
|
|||
private Queue<TileObject> frontier = new();
|
||||
private HashSet<TileObject> visited = new();
|
||||
private Dictionary<TileObject, TileObject> currentPaths = new();
|
||||
|
||||
public List<TileObject> pathRequested;
|
||||
public void PathfindToTarget(TileObject target, Entity selectedEntity)
|
||||
{
|
||||
frontier.Clear();
|
||||
visited.Clear();
|
||||
currentPaths.Clear();
|
||||
GetTilesInRange(selectedEntity);
|
||||
TileObject requestedTile = GetPathToTarget(target, selectedEntity);
|
||||
selectedEntity.currentTile = requestedTile;
|
||||
selectedEntity.transform.position = requestedTile.transform.position;
|
||||
GetPathToTarget(GridManager.instance.FindClosestEmptyTile(target), selectedEntity);
|
||||
selectedEntity.currentTile.hasUnit = null;
|
||||
selectedEntity.currentTile.hasUnit = selectedEntity;
|
||||
StartCoroutine(selectedEntity.MoveToLocation(pathRequested.ToArray()));
|
||||
}
|
||||
private void GetTilesInRange(Entity selectedEntity)
|
||||
{
|
||||
|
|
@ -40,7 +41,7 @@ public class EnemyMovement : MonoBehaviour
|
|||
TileObject currentTile = frontier.Dequeue();
|
||||
foreach (TileObject neighboringTiles in currentTile.neighbors)
|
||||
{
|
||||
if (!visited.Contains(neighboringTiles))
|
||||
if (!visited.Contains(neighboringTiles) && (!neighboringTiles.hasUnit && !neighboringTiles.blocked))
|
||||
{
|
||||
visited.Add(neighboringTiles);
|
||||
frontier.Enqueue(neighboringTiles);
|
||||
|
|
@ -48,20 +49,23 @@ public class EnemyMovement : MonoBehaviour
|
|||
}
|
||||
}
|
||||
}
|
||||
Debug.Log(frontier.Count);
|
||||
}
|
||||
|
||||
private TileObject GetPathToTarget(TileObject target, Entity selectedEntity)
|
||||
private void GetPathToTarget(TileObject target, Entity selectedEntity)
|
||||
{
|
||||
TileObject currentTile = target;
|
||||
List<TileObject> pathToTarget = new();
|
||||
pathRequested.Clear();
|
||||
while (currentTile != selectedEntity.currentTile)
|
||||
{
|
||||
pathToTarget.Add(currentTile);
|
||||
pathRequested.Add(currentTile);
|
||||
currentTile = currentPaths[currentTile];
|
||||
}
|
||||
pathToTarget.Reverse();
|
||||
int validMovementRange = Mathf.Min(pathToTarget.Count, selectedEntity.maxMovement) - 1;
|
||||
return pathToTarget[validMovementRange];
|
||||
pathRequested.Reverse();
|
||||
int validMovementRange = Mathf.Min(pathRequested.Count, selectedEntity.maxMovement) - 1;
|
||||
if (pathRequested.Count > selectedEntity.maxMovement)
|
||||
{
|
||||
int tilesToRemove = pathRequested.Count - selectedEntity.maxMovement;
|
||||
pathRequested.RemoveRange(selectedEntity.maxMovement, tilesToRemove);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
42
Assets/Scripts/EnemySpawner.cs
Normal file
42
Assets/Scripts/EnemySpawner.cs
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class EnemySpawner : MonoBehaviour
|
||||
{
|
||||
#region Statication
|
||||
|
||||
public static EnemySpawner instance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (instance != null && instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
instance = this;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
[SerializeField] private Transform enemyFolder;
|
||||
[SerializeField] private Enemy[] spawnableEnemies;
|
||||
public List<Transform> spawnLocationPos;
|
||||
public List<TileObject> spawnLocations;
|
||||
public void SpawnEnemy(int amount)//Enemy requestedEnemy)
|
||||
{
|
||||
while (amount > 0)
|
||||
{
|
||||
Enemy newEnemy = Instantiate(spawnableEnemies[Random.Range(0, spawnableEnemies.Length)], enemyFolder);
|
||||
TileObject spawnLocation = GridManager.instance.FindClosestEmptyTile(spawnLocations[Random.Range(0, spawnLocations.Count)]);
|
||||
newEnemy.transform.position = spawnLocation.transform.position;
|
||||
newEnemy.currentTile = spawnLocation;
|
||||
newEnemy.currentTile.hasUnit = newEnemy;
|
||||
TurnHandler.instance.enemyEntities.Add(newEnemy);
|
||||
amount--;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
2
Assets/Scripts/EnemySpawner.cs.meta
Normal file
2
Assets/Scripts/EnemySpawner.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f5f6dfe086e56c56f9a2aaa37a63c506
|
||||
|
|
@ -24,6 +24,7 @@ public class Entity : MonoBehaviour
|
|||
{
|
||||
OnKillEffects();
|
||||
}
|
||||
Debug.Log($"{name} took {damage} damage");
|
||||
}
|
||||
|
||||
public void Heal(float healing)
|
||||
|
|
@ -37,6 +38,11 @@ public class Entity : MonoBehaviour
|
|||
|
||||
}
|
||||
|
||||
protected virtual void FinishedMovement()
|
||||
{
|
||||
currentTile.hasUnit = this;
|
||||
}
|
||||
|
||||
public virtual IEnumerator MoveToLocation(TileObject[] pathToMove)
|
||||
{
|
||||
float currentState = 0;
|
||||
|
|
@ -53,5 +59,6 @@ public class Entity : MonoBehaviour
|
|||
}
|
||||
yield return null;
|
||||
}
|
||||
FinishedMovement();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,17 +28,24 @@ public class GridManager : MonoBehaviour
|
|||
[SerializeField] Camera cam;
|
||||
|
||||
private Dictionary<Vector2, TileObject> allTiles = new();
|
||||
[SerializeField] private Transform grid;
|
||||
private void Start()
|
||||
{
|
||||
GenerateGrid();
|
||||
cam.transform.position = new Vector3((float)width / 2, (float)height / 2, 0);
|
||||
foreach (PlayerEntity player in TurnHandler.instance.playerEntities)
|
||||
{
|
||||
player.currentTile = GetTile(player.transform.position);
|
||||
player.currentTile = GetTileFromWorldPos(player.transform.position);
|
||||
player.currentTile.hasUnit = player;
|
||||
}
|
||||
foreach (Enemy enemy in TurnHandler.instance.enemyEntities)
|
||||
{
|
||||
enemy.currentTile = GetTile(enemy.transform.position);
|
||||
enemy.currentTile = GetTileFromWorldPos(enemy.transform.position);
|
||||
enemy.currentTile.hasUnit = enemy;
|
||||
}
|
||||
foreach (Transform spawnLocation in EnemySpawner.instance.spawnLocationPos)
|
||||
{
|
||||
EnemySpawner.instance.spawnLocations.Add(GetTileFromWorldPos(spawnLocation.position));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -52,6 +59,7 @@ public class GridManager : MonoBehaviour
|
|||
TileObject newTile = Instantiate(tilePrefab, pos, Quaternion.identity);
|
||||
newTile.name = $"Tile {x} {y}";
|
||||
allTiles[pos] = newTile;
|
||||
newTile.transform.SetParent(grid);
|
||||
}
|
||||
}
|
||||
GetTileNeighbors();
|
||||
|
|
@ -65,15 +73,15 @@ public class GridManager : MonoBehaviour
|
|||
{
|
||||
Vector2 pos = new Vector2(x - ((float)width / 2) + 0.5f, y - ((float)height / 2) + 0.5f);
|
||||
TileObject currentTile = allTiles[pos];
|
||||
if (GetTile(pos + Vector2.up)) { currentTile.neighbors.Add(GetTile(pos+Vector2.up));}
|
||||
if (GetTile(pos + Vector2.down)) { currentTile.neighbors.Add(GetTile(pos+Vector2.down));}
|
||||
if (GetTile(pos + Vector2.left)) { currentTile.neighbors.Add(GetTile(pos+Vector2.left));}
|
||||
if (GetTile(pos + Vector2.right)) { currentTile.neighbors.Add(GetTile(pos+Vector2.right));}
|
||||
if (GetTileFromWorldPos(pos + Vector2.up)) { currentTile.neighbors.Add(GetTileFromWorldPos(pos+Vector2.up));}
|
||||
if (GetTileFromWorldPos(pos + Vector2.down)) { currentTile.neighbors.Add(GetTileFromWorldPos(pos+Vector2.down));}
|
||||
if (GetTileFromWorldPos(pos + Vector2.left)) { currentTile.neighbors.Add(GetTileFromWorldPos(pos+Vector2.left));}
|
||||
if (GetTileFromWorldPos(pos + Vector2.right)) { currentTile.neighbors.Add(GetTileFromWorldPos(pos+Vector2.right));}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public TileObject GetTile(Vector2 pos)
|
||||
public TileObject GetTileFromWorldPos(Vector2 pos)
|
||||
{
|
||||
if (allTiles.TryGetValue(pos, out TileObject tile))
|
||||
{
|
||||
|
|
@ -81,4 +89,31 @@ public class GridManager : MonoBehaviour
|
|||
}
|
||||
return null;
|
||||
}
|
||||
public TileObject FindClosestEmptyTile(TileObject requestedTile)
|
||||
{
|
||||
if (!requestedTile.hasUnit)
|
||||
{
|
||||
return requestedTile;
|
||||
}
|
||||
Queue<TileObject> frontier = new();
|
||||
List<TileObject> visited = new();
|
||||
frontier.Enqueue(requestedTile);
|
||||
while (frontier.Count > 0)
|
||||
{
|
||||
TileObject currentTile = frontier.Dequeue();
|
||||
foreach (TileObject neighbor in currentTile.neighbors)
|
||||
{
|
||||
if (!visited.Contains(neighbor))
|
||||
{
|
||||
if (!neighbor.hasUnit && !neighbor.blocked)
|
||||
{
|
||||
return neighbor;
|
||||
}
|
||||
visited.Add(neighbor);
|
||||
frontier.Enqueue(neighbor);
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -42,9 +42,20 @@ public class PlayerEntity : Entity
|
|||
{
|
||||
|
||||
}
|
||||
|
||||
protected override void FinishedMovement()
|
||||
{
|
||||
base.FinishedMovement();
|
||||
TurnHandler.instance.UpdateTurns();
|
||||
if (!ActionUIHandler.instance.opened)
|
||||
{
|
||||
ActionUIHandler.instance.ShowUI(this);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
if ((!hasMoved) && !PlayerEntityMovement.instance.isMoving)
|
||||
if ((!hasMoved || !hasAttacked) && !PlayerEntityMovement.instance.isMoving)
|
||||
{
|
||||
ActionUIHandler.instance.ShowUI(this);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -60,7 +60,7 @@ public class PlayerEntityMovement : MonoBehaviour
|
|||
{
|
||||
Deselect();
|
||||
}
|
||||
TileObject newTile = GridManager.instance.GetTile(mouseGridPos);
|
||||
TileObject newTile = GridManager.instance.GetTileFromWorldPos(mouseGridPos);
|
||||
if (requestedTile != newTile)
|
||||
{
|
||||
requestedTile = newTile;
|
||||
|
|
@ -154,12 +154,19 @@ public class PlayerEntityMovement : MonoBehaviour
|
|||
{
|
||||
return false;
|
||||
}
|
||||
selectedEntity.currentTile.hasUnit = false;
|
||||
requestedTile.hasUnit = true;
|
||||
selectedEntity.currentTile.hasUnit = null;
|
||||
requestedTile.hasUnit = selectedEntity;
|
||||
StartCoroutine(selectedEntity.MoveToLocation(pathRequested.ToArray()));
|
||||
templateObject.SetActive(false);
|
||||
UncolorGrid();
|
||||
ActionUIHandler.instance.ShowUI(selectedEntity);
|
||||
if (!selectedEntity.hasMoved)
|
||||
{
|
||||
selectedEntity.hasMoved = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
selectedEntity.hasAttacked = true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -17,7 +17,6 @@ public class RangedWeapon : Weapon
|
|||
{
|
||||
if (!fired)
|
||||
{
|
||||
fired = true;
|
||||
AttackEffects();
|
||||
}
|
||||
}
|
||||
|
|
@ -39,6 +38,13 @@ public class RangedWeapon : Weapon
|
|||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
CreateProjectile(mousePos);
|
||||
fired = true;
|
||||
isAiming = false;
|
||||
thisEntity.hasAttacked = true;
|
||||
TurnHandler.instance.UpdateTurns();
|
||||
}
|
||||
else if (Input.GetMouseButtonDown(1))
|
||||
{
|
||||
isAiming = false;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ public class TileObject : MonoBehaviour
|
|||
public SpriteRenderer sprite;
|
||||
[Header("Status")]
|
||||
public bool blocked = false;
|
||||
public bool hasUnit = false;
|
||||
public Entity hasUnit;
|
||||
private void OnMouseEnter()
|
||||
{
|
||||
//highlight.SetActive(true);
|
||||
|
|
|
|||
|
|
@ -21,6 +21,7 @@ public class TurnHandler : MonoBehaviour
|
|||
|
||||
#endregion
|
||||
|
||||
[Header("Entity Lists")]
|
||||
public List<PlayerEntity> playerEntities = new();
|
||||
public List<Enemy> enemyEntities = new();
|
||||
public enum GameState {PlayerTurn, EnemyTurn}
|
||||
|
|
@ -28,6 +29,9 @@ public class TurnHandler : MonoBehaviour
|
|||
|
||||
private int currentEnemy = 0;
|
||||
|
||||
[Header("Spawning")]
|
||||
[SerializeField] private int enemySpawnAmount;
|
||||
|
||||
private void SortEnemies()
|
||||
{
|
||||
enemyEntities = enemyEntities.OrderBy(o=>o.turnSpeed).ToList();
|
||||
|
|
@ -42,33 +46,59 @@ public class TurnHandler : MonoBehaviour
|
|||
{
|
||||
if (currentGameState == GameState.PlayerTurn)
|
||||
{
|
||||
bool allDone = true;
|
||||
foreach (PlayerEntity player in playerEntities)
|
||||
{
|
||||
if (!player.hasMoved || !player.hasAttacked)
|
||||
{
|
||||
allDone = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (allDone)
|
||||
currentGameState = GameState.EnemyTurn;
|
||||
if (!enemyEntities[0])
|
||||
{
|
||||
EndRound();
|
||||
}
|
||||
else
|
||||
{
|
||||
currentGameState = GameState.EnemyTurn;
|
||||
enemyEntities[0].StartTurn();
|
||||
}
|
||||
}
|
||||
else if (currentGameState == GameState.EnemyTurn)
|
||||
{
|
||||
enemyEntities[currentEnemy].StartTurn();
|
||||
currentEnemy++;
|
||||
if (currentEnemy > enemyEntities.Count - 1)
|
||||
{
|
||||
currentGameState = GameState.PlayerTurn;
|
||||
foreach (PlayerEntity player in playerEntities)
|
||||
{
|
||||
player.hasMoved = false;
|
||||
player.hasAttacked = false;
|
||||
}
|
||||
EndRound();
|
||||
return;
|
||||
}
|
||||
enemyEntities[currentEnemy].StartTurn();
|
||||
}
|
||||
}
|
||||
|
||||
private void EndRound()
|
||||
{
|
||||
EnvironmentTurn();
|
||||
currentEnemy = 0;
|
||||
currentGameState = GameState.PlayerTurn;
|
||||
foreach (PlayerEntity player in playerEntities)
|
||||
{
|
||||
player.hasMoved = false;
|
||||
player.hasAttacked = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void EnvironmentTurn()
|
||||
{
|
||||
EnemySpawner.instance.SpawnEnemy(enemySpawnAmount);
|
||||
}
|
||||
|
||||
public void SkipAll()
|
||||
{
|
||||
foreach (PlayerEntity player in playerEntities)
|
||||
{
|
||||
player.hasMoved = true;
|
||||
player.hasAttacked = true;
|
||||
}
|
||||
UpdateTurns();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue