Example #1
0
        private void NextUntsTurn()
        {
            if (_aiTurnStack.Count == 0)
            {
                EndAITurn(); return;
            }

            if (_currentAIUnit != null)
            {
                _currentAIUnit.UnSelected();
            }
            _currentAIUnit = _aiTurnStack.Pop();
            _currentAIUnit.Selected();
            _currentAIUnit.onUnitFinishTurn += OnUnitFinishTurn;
            _currentAIUnit.NewTurn();
        }
Example #2
0
        private void BuildTurnStack() // distance based stack, basic AI for now
        {
            List <AIUnit> allAliveAIUnits = GetAllAliveAIUnits();

            for (int i = 0; i < allAliveAIUnits.Count; i++)
            {
                AIUnit aiUnit = allAliveAIUnits[i];
                aiUnit.closetPlayerUnitsData = _playerUnitsCtrl.GetClosetPlayerUnitsData(aiUnit);
            }

            allAliveAIUnits = allAliveAIUnits.OrderByDescending(x => x.closetPlayerUnitsData[0].distanceFromUnit).ToList();

            _aiTurnStack = new Stack <AIUnit>();
            for (int i = 0; i < allAliveAIUnits.Count; i++)
            {
                _aiTurnStack.Push(allAliveAIUnits[i]);
            }
        }
Example #3
0
        public List <AIUnit> GetAIUnitsCloseby(PlayerUnit playerUnit)
        {
            List <AIUnit> closeByAIUnits  = new List <AIUnit>();
            List <AIUnit> allAliveAIUnits = GetAllAliveAIUnits();

            for (int i = 0; i < allAliveAIUnits.Count; i++)
            {
                AIUnit unit  = allAliveAIUnits[i];
                bool   close = levelGrid.IsTwoPositionsCloseByOnGrid(playerUnit.transform.position, unit.transform.position);

                if (close)
                {
                    closeByAIUnits.Add(unit);
                }
            }

            return(closeByAIUnits);
        }
Example #4
0
        IEnumerator InitializeUnitsCR()
        {
            for (int i = 0; i < _maxUnits; i++)
            {
                GameAbstractFactory gameAbtractFactory = GameFactoryProducer.GetFactory("AIUnitsFactory");
                AIUnit newUnit = gameAbtractFactory.GetAIUnit();
                newUnit.alive = true;
                newUnit.gameObject.transform.position    = spawnPoints[i].position;
                newUnit.gameObject.transform.eulerAngles = new Vector3(0, 225, 0);
                newUnit.gameObject.SetActive(true);
                newUnit.onUnitLostLifeEvent += OnUnitLostLifeEvent;
                newUnit.levelGrid            = levelGrid;
                _aiUnits[i] = newUnit;
                levelGrid.CloseCellAthisPosition(spawnPoints[i].position); // setting the cells as blocked

                yield return(new WaitForSeconds(.1f));
            }
            _currentAIUnit       = _aiUnits[0];
            aliveAIUnitsSO.Value = _maxUnits;
        }
Example #5
0
        public List <DistanceData> GetClosetPlayerUnitsData(AIUnit aiUnit) // retunrs ordered list
        {
            List <DistanceData> closetUnitsData = new List <DistanceData>();

            List <PlayerUnit> allAlivePlayerUnits = GetAllAlivePlayerUnits();

            for (int i = 0; i < allAlivePlayerUnits.Count; i++)
            {
                PlayerUnit unit = allAlivePlayerUnits[i];

                float distance = Vector3.Distance(aiUnit.transform.position, unit.transform.position);

                DistanceData distanceData = new DistanceData();
                distanceData.unit             = unit;
                distanceData.distanceFromUnit = distance;

                closetUnitsData.Add(distanceData);
            }

            closetUnitsData = closetUnitsData.OrderBy(x => x.distanceFromUnit).ToList();
            return(closetUnitsData);
        }
Example #6
0
        private void CheckForAttackIfPossible()
        {
            List <AIUnit> closeAIUnits = _aiUnitsCtrl.GetAIUnitsCloseby(_currentUnit);

            if (closeAIUnits.Count > 0)
            {
                AIUnit attackUnit = closeAIUnits[0];
                _currentUnit.attackTarget = attackUnit;

                if (onPlayerUnitAttackPossibleEvent != null && _currentUnit.CanDoAnotherAttack())
                {
                    onPlayerUnitAttackPossibleEvent.Invoke();
                }
            }
            else
            {
                if (onPlayerUnitAttackNotPossibleEvent != null)
                {
                    onPlayerUnitAttackNotPossibleEvent.Invoke();
                }
            }
        }
 public abstract void RecycleAIUnit(AIUnit aiUnit);
Example #8
0
 public void Enter()
 {
     _currentAIUnit = null;
     Invoke("NewTurn", 2.0f); // little delay for showing enemy turn UI
 }
Example #9
0
 private void OnUnitFinishTurn(AIUnit unit)
 {
     unit.onUnitFinishTurn -= OnUnitFinishTurn;
     NextUntsTurn();
 }
 public override void RecycleAIUnit(AIUnit aiUnit)
 {
     PoolManager.Instance.PutObjectBacktoPool(aiUnit.gameObject);
 }
Example #11
0
 public override void RecycleAIUnit(AIUnit aiUnit)
 {
 }