//loop through all unit, select the first one that hasnt complete all action
        //used in FactionPerTurn, FreeMove order only
        public bool SelectFirstAvailableUnit()
        {
            int index = -1;

            for (int i = 0; i < allUnitList.Count; i++)
            {
                //skipped stunned unit
                //if(!allUnitList[i].IsAllActionCompleted() && allUnitList[i].IsStunned()){
                if (!allUnitList[i].IsAllActionCompleted())
                {
                    index = i;                break;
                }
            }

            if (index >= 0)
            {
                selectedUnitID = index;
                GameControl.SelectUnit(allUnitList[selectedUnitID]);
                return(true);
            }

            GameControl.ClearSelectedUnit();

            return(false);
        }
        public bool SelectRandomAvailableUnit()
        {
            List <int> availableIDList = new List <int>();

            for (int i = 0; i < allUnitList.Count; i++)
            {
                if (!allUnitList[i].IsAllActionCompleted() && !allUnitList[i].IsStunned())
                {
                    availableIDList.Add(i);
                }
            }

            if (availableIDList.Count > 0)
            {
                selectedUnitID = availableIDList[Random.Range(0, availableIDList.Count)];
                Debug.Log("selectedUnitID " + selectedUnitID);
                if (allUnitList[selectedUnitID].isAIUnit)
                {
                    AIManager.MoveUnit(allUnitList[selectedUnitID]);
                }
                else
                {
                    GameControl.SelectUnit(allUnitList[selectedUnitID], false);
                }
                //GameControl.SelectUnit(allUnitList[selectedUnitID]);
                return(true);
            }

            GameControl.ClearSelectedUnit();

            return(false);
        }
Beispiel #3
0
		public void _EndTurn_FactionPerTurn(){
			GameControl.ClearSelectedUnit();
			
			selectedFactionID+=1;
			if(selectedFactionID>=factionList.Count) selectedFactionID=0;
			factionList[selectedFactionID].NewTurn(true);
			
			if(factionList[selectedFactionID].isPlayerFaction){	//if it's a player's faction, select a unit
				if(TurnControl.GetMoveOrder()==_MoveOrder.Free) _SelectNextUnitInFaction_Free();
				else _SelectNextUnitInFaction_NotFree();
			}
			else{															//if it's a AI's faction, execute AI move
				if(TurnControl.GetMoveOrder()==_MoveOrder.Free) AIManager.MoveFaction(factionList[selectedFactionID]);
				else _SelectNextUnitInFaction_NotFree();
			}
		}
Beispiel #4
0
        IEnumerator _ApplyAbilityEffect(Tile targetTile, Ability ability, int type, Unit srcUnit = null, float critMult = 1.0f)
        {
            if (targetTile != null && ability.effectObject != null)
            {
                if (!ability.autoDestroyEffect)
                {
                    ObjectPoolManager.Spawn(ability.effectObject, targetTile.GetPos(), Quaternion.identity);
                }
                else
                {
                    ObjectPoolManager.Spawn(ability.effectObject, targetTile.GetPos(), Quaternion.identity, ability.effectObjectDuration);
                }
            }

            if (!ability.useDefaultEffect)
            {
                yield break;
            }
            if (ability.effectDelayDuration > 0)
            {
                yield return(new WaitForSeconds(ability.effectDelayDuration));
            }

            if (type == 1)              //_AbilityType.Generic

            {
                List <Tile> tileList = new List <Tile>();
                if (targetTile != null)
                {
                    if (ability.aoeRange > 0)
                    {
                        tileList = GridManager.GetTilesWithinDistance(targetTile, ability.aoeRange);
                    }
                    tileList.Add(targetTile);
                }
                else
                {
                    if (ability.effTargetType == _EffectTargetType.Tile)
                    {
                        tileList = GridManager.GetTileList();
                    }
                    else
                    {
                        List <Unit> unitList = FactionManager.GetAllUnit();
                        for (int i = 0; i < unitList.Count; i++)
                        {
                            tileList.Add(unitList[i].tile);
                        }
                    }
                }

                if (ability.effTargetType == _EffectTargetType.AllUnit)
                {
                    for (int i = 0; i < tileList.Count; i++)
                    {
                        if (tileList[i].unit == null)
                        {
                            continue;
                        }
                        tileList[i].unit.ApplyEffect(ability.CloneEffect(critMult), srcUnit);
                        SpawnEffectObjTarget(ability, tileList[i]);
                    }
                }
                else if (ability.effTargetType == _EffectTargetType.HostileUnit)
                {
                    for (int i = 0; i < tileList.Count; i++)
                    {
                        if (tileList[i].unit == null)
                        {
                            continue;
                        }
                        if (tileList[i].unit.factionID == ability.factionID)
                        {
                            continue;
                        }
                        tileList[i].unit.ApplyEffect(ability.CloneEffect(critMult), srcUnit);
                        SpawnEffectObjTarget(ability, tileList[i]);
                    }
                }
                else if (ability.effTargetType == _EffectTargetType.FriendlyUnit)
                {
                    for (int i = 0; i < tileList.Count; i++)
                    {
                        if (tileList[i].unit == null)
                        {
                            continue;
                        }
                        if (tileList[i].unit.factionID != ability.factionID)
                        {
                            continue;
                        }
                        tileList[i].unit.ApplyEffect(ability.CloneEffect(critMult), srcUnit);
                        SpawnEffectObjTarget(ability, tileList[i]);
                    }
                }
                else if (ability.effTargetType == _EffectTargetType.Tile)
                {
                    for (int i = 0; i < tileList.Count; i++)
                    {
                        tileList[i].ApplyEffect(ability.CloneEffect(critMult));
                        SpawnEffectObjTarget(ability, tileList[i]);
                    }
                }
            }
            else if (type == 2)                 //_AbilityType.SpawnNew
            {
                Quaternion rot     = srcUnit != null ? srcUnit.thisT.rotation : Quaternion.identity;
                GameObject unitObj = (GameObject)Instantiate(ability.spawnUnit.gameObject, targetTile.GetPos(), rot);
                Unit       unit    = unitObj.GetComponent <Unit>();

                unitObj.transform.position = targetTile.GetPos();
                if (srcUnit != null)
                {
                    unitObj.transform.rotation = srcUnit.thisT.rotation;
                }
                else
                {
                    Faction faction = FactionManager.GetFaction(ability.factionID);
                    if (faction != null)
                    {
                        unitObj.transform.rotation = Quaternion.Euler(0, faction.spawnDirection, 0);
                    }
                }

                FactionManager.InsertUnit(unit, ability.factionID);
                unit.SetNewTile(targetTile);
                //if(GridManager.GetDistance(targetTile, srcUnit.tile)<=srcUnit.GetMoveRange()) GameControl.SelectUnit(srcUnit);
            }
            else if (type == 3)                 //_AbilityType.ScanFogOfWar)
            {
                List <Tile> targetTileList = GridManager.GetTilesWithinDistance(targetTile, ability.GetAOERange());
                targetTileList.Add(targetTile);
                for (int i = 0; i < targetTileList.Count; i++)
                {
                    targetTileList[i].ForceVisible(ability.effect.duration);
                }
            }
            else if (type == 4)                 //_AbilityType.Overwatch
            {
                targetTile.unit.Overwatch(ability.CloneEffect(critMult));
            }
            else if (type == 5)                 //_AbilityType.Teleport
            {
                Quaternion wantedRot = Quaternion.LookRotation(targetTile.GetPos() - ability.unit.tile.GetPos());
                ability.unit.thisT.rotation = wantedRot;

                GameControl.ClearSelectedUnit();
                ability.unit.SetNewTile(targetTile);
                GameControl.SelectUnit(srcUnit);
            }



            else if (type == 6)                 //charge attack
            {
                List <Tile> tileList = GridManager.GetTilesInALine(srcUnit.tile, targetTile, ability.GetRange());

                for (int i = 0; i < tileList.Count; i++)
                {
                    while (true)
                    {
                        float dist = Vector3.Distance(srcUnit.thisT.position, tileList[i].GetPos());
                        if (dist < 0.05f)
                        {
                            if (tileList[i].unit != null)
                            {
                                tileList[i].unit.ApplyEffect(ability.CloneEffect(critMult));
                                SpawnEffectObjTarget(ability, tileList[i]);
                            }
                            break;
                        }

                        Quaternion wantedRot = Quaternion.LookRotation(tileList[i].GetPos() - srcUnit.thisT.position);
                        srcUnit.thisT.rotation = Quaternion.Slerp(srcUnit.thisT.rotation, wantedRot, Time.deltaTime * srcUnit.moveSpeed * 6);

                        Vector3 dir = (tileList[i].GetPos() - srcUnit.thisT.position).normalized;
                        srcUnit.thisT.Translate(dir * Mathf.Min(srcUnit.moveSpeed * 2 * Time.deltaTime, dist), Space.World);
                        yield return(null);
                    }
                }

                srcUnit.tile.unit = null;
                srcUnit.tile      = tileList[tileList.Count - 1];
                tileList[tileList.Count - 1].unit = srcUnit;
                GameControl.ReselectUnit();
            }
            else if (type == 7)                 //attack all unit in a straight line
            {
                List <Tile> tileList = GridManager.GetTilesInALine(srcUnit.tile, targetTile, ability.GetRange());
                for (int i = 0; i < tileList.Count; i++)
                {
                    if (tileList[i].unit == null)
                    {
                        continue;
                    }
                    tileList[i].unit.ApplyEffect(ability.CloneEffect(critMult));
                    SpawnEffectObjTarget(ability, tileList[i]);
                }
            }
            else
            {
                Debug.LogWarning("Error, unknown ability type (" + type + ")");
            }

            yield return(null);
        }