Example #1
0
        public void _PerkUnlockNewAbility(List <int> unitIDList, int abID, int abIDSub)
        {
            int dbIndex = GetAbilityDBIndex(abID);

            if (dbIndex == -1 && abIDSub == -1)
            {
                return;
            }

            List <Unit> unitList = FactionManager.GetAllUnit();

            for (int i = 0; i < unitList.Count; i++)
            {
                Unit unit = unitList[i];
                if (unit.isAIUnit)
                {
                    continue;
                }

                if (unitIDList == null || unitIDList.Contains(unit.prefabID))
                {
                    int replaceIndex = -1;
                    if (abIDSub >= 0)
                    {
                        for (int n = 0; n < unit.abilityList.Count; n++)
                        {
                            if (unit.abilityList[n].prefabID == abIDSub)
                            {
                                replaceIndex = n;                               //cached the replaceIndex to be used for adding the new ability later
                                break;
                            }
                        }
                    }

                    if (dbIndex >= 0)                                                                                           //add the new ability
                    {
                        UnitAbility unitAbility = unitAbilityDBList[dbIndex].Clone();
                        unitAbility.Init(unit);
                        if (replaceIndex >= 0)                                                                          //if we need to replacing something that alreayd existed
                        {
                            unit.abilityIDList[replaceIndex] = abID;
                            unit.abilityList[replaceIndex]   = unitAbility;
                        }
                        else                                                                                                                    //otherwise just add the new ability
                        {
                            unit.abilityIDList.Add(abID);
                            unit.abilityList.Add(unitAbility);
                        }
                    }
                }
            }

            GameControl.ReselectUnit();                 //reselect current unit to refresh the UI

            if (dbIndex >= 0)
            {
                TBTK.OnNewUnitAbility(unitAbilityDBList[dbIndex].Clone());
            }
        }
        void OnGameStart()
        {
            List <Unit> unitList = FactionManager.GetAllUnit();

            for (int i = 0; i < unitList.Count; i++)
            {
                AddNewUnit(unitList[i]);
            }
        }
Example #3
0
		public static void SetupHostileInRangeforTile(Unit unit, List<Tile> tileList){
			List<Unit> allUnitList=FactionManager.GetAllUnit();
			List<Unit> allHostileUnitList=new List<Unit>();
			for(int i=0; i<allUnitList.Count; i++){
				if(allUnitList[i].factionID!=unit.factionID) allHostileUnitList.Add(allUnitList[i]);
			}
			
			List<Unit> allFriendlyUnitList=new List<Unit>();
			if(GameControl.EnableFogOfWar()) allFriendlyUnitList=FactionManager.GetAllUnitsOfFaction(unit.factionID);
			
			int range=unit.GetAttackRange();
			int rangeMin=unit.GetAttackRangeMin();
			int sight=unit.GetSight();
			
			for(int i=0; i<tileList.Count; i++){
				Tile srcTile=tileList[i];
				List<Tile> hostileInRangeList=new List<Tile>();
				
				for(int j=0; j<allHostileUnitList.Count; j++){
					Tile targetTile=allHostileUnitList[j].tile;
					
					if(GridManager.GetDistance(srcTile, targetTile)>range) continue;
					if(GridManager.GetDistance(srcTile, targetTile)<rangeMin) continue;
					
					if(!GameControl.EnableFogOfWar() && !GameControl.AttackThroughObstacle()){
						if(!FogOfWar.InLOS(srcTile, targetTile, 0)) continue;
					}
					
					bool inSight=GameControl.EnableFogOfWar() ? false : true;
					if(GameControl.EnableFogOfWar()){
						if(FogOfWar.InLOS(srcTile, targetTile) && GridManager.GetDistance(srcTile, targetTile)<=sight){
							inSight=true;
						}
						else if(!unit.requireDirectLOSToAttack){
							for(int n=0; n<allFriendlyUnitList.Count; n++){
								if(allFriendlyUnitList[n]==unit) continue;
								if(GridManager.GetDistance(allFriendlyUnitList[n].tile, targetTile)>allFriendlyUnitList[n].GetSight()) continue;
								if(FogOfWar.InLOS(allFriendlyUnitList[n].tile, targetTile)){
									inSight=true;
									break;
								}
							}
						}
					}
					
					if(inSight) hostileInRangeList.Add(targetTile);
					
				}
				
				tileList[i].SetHostileInRange(hostileInRangeList);
			}
		}
Example #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);
        }