Esempio n. 1
0
    void Update()
    {
        UpdateQueueImages();
        //if we have a combatants list, we should remove dead ones from the active list.\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
        //depends on UnitBehavior.GetHealth() being accurate\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

        if (Combatants != null)
        {
            Vector3 UnitHP;
            foreach (UnitBehavior unit in Combatants)
            {
                UnitHP = unit.GetHealth();
                // if wounds plus damage exceed maximum health, remove from activecombatants, and remove UI tags tracking it.
                if ((UnitHP[1] + UnitHP[2] > UnitHP[0]))
                {
                    Kill(unit);
                }
            }
        }
        //likely that we have an active battle if the combatants list exists.
        if (ActiveCombatants != null)
        {
            ActiveCount = 0;
            //test to see if any are dead. If any are dead, they can be removed from our list.
            foreach (UnitBehavior o in ActiveCombatants)
            {
                o.inBattle = true;  //make sure live units understand they are in battle.
                if (o.gameObject.GetComponent <EnemyBehaviour>() != null)
                {
                    ActiveCount += 1;
                    //slowly kill active enemies. Kills enemies earliest in list fastest.
                    //DEV AOE
                    //o.DamageHealth(new Vector2(Random.value / (float)ActiveCount / 2.0f, 0.0f));
                }

                /*
                 * // make sure it has an active tag.
                 * if (!o.GetComponent<HealthOverTarget>() && !o.isDead)
                 * {
                 *  o.gameObject.AddComponent<HealthOverTarget>();
                 * }
                 */
            }
            if (ActiveCount == 0)
            {
                foreach (UnitBehavior o in Combatants)
                {
                    o.inBattle = false; //END COMBAT BECAUSE ALL ENEMY SCRIPTS REPORTED DEATH.
                }
            }
            GameObject.Find("UICanvas/enemycount").GetComponent <Text>().text = "EnemyCount: " + ActiveCount.ToString();
        }
        if (ActiveCount <= 0)
        {
            playerRange.SetActive(false);
            ActivateQueueImages(false);
            ActivateButtons(false); //make sure the combat buttons are invisible.
            return;                 //short if there are no active combatants
        }
        //ActivateQueueImages(true);
        //if we get here, there was an activecombatants list, and there are enemies around.
        //test if there is no turn queue for the player. If so, then unset playActive, as there are no turns left to play.
        if (playerObject.GetCombatActionCount() == 0)
        {
            playActive = false; //there are no turns left to account for or plays to produce
            activeTime = 0;
            //TODO END PLAY
        }
        //make sure combat buttons are available during combat.
        ActivateButtons(!playActive);

        //ONLY HAPPENS when someone clicked "play" and there are turns available in the player's turn Queue.
        //retains active state until the player's combat action count is 0.
        //in this block we need to keep track of time,
        if (playActive)
        {
            //IDEALLY, 0=start. 0-cutoff=update. cutoff-buffer=nothing. buffer=end. buffer-wait=nothing. wait=beginNextturn
            //if activetime is 0, play was just pressed or the last turn just ended, so we can start a turn.
            if (activeTime == 0)
            {
                activeTime = Time.time;
                BeginNextTurn(); //ask the units to begin their next turn.
            }
            //when we get here, we expect a turn to have been started if it needed to be started. if this goes through, it indicates the time for which the turns need their update scripts called.
            if (!turnTimeBufferHit)
            {
                //turnTimeCutoff=1.5f, turnTimeBuffer=0.5f, turnWaitTime = 1f;
                //executes during the time between turn start and
                if ((Time.time - (turnTimeBuffer + turnTimeCutoff)) > activeTime)
                {
                    turnTimeCutoffHit = true;
                    turnTimeBufferHit = true;
                }
                //Debug.Log("update time frame");
                UpdateCurrentTurn(); //ask the unit's to execute their turn's update func.
            }
            //this is the wait time in between turns after the previous turn has "ended" and before the next turn "begins"
            else if (!turnWaitTimeHit)
            {
                //Debug.Log("active time: " + activeTime.ToString() + "         now: " + (Time.time - (turnTimeBuffer + turnTimeCutoff + turnWaitTime)).ToString());
                if ((Time.time - (turnTimeBuffer + turnTimeCutoff + turnWaitTime)) > activeTime)
                {
                    turnWaitTimeHit = true;
                }
            }

            //previous turn has ended. reset activeTime and end this current turn that has been updating.
            if (turnWaitTimeHit)
            {
                //Debug.Log("wait time proc");
                EndCurrentTurn();
                activeTime = 0;
                //on the next frame, all flags will be reset. if playActive is true, then the next turn will begin.
            }
        }
        else
        {
            //if the mouse button (left) is held down, we update our target location for the last action stacked on the player's queue.
            if (Input.GetMouseButton(0))
            {
                //vector3 of the mouse.
                Vector3 dif = gameObject.GetComponent <OverWorldControllerScript>().GetVector3FromRaycast(Input.mousePosition);
                if (dif == Vector3.zero)
                {
                    return;
                }                                 //break off if we get shit data from vector3raycast
                                                  //dif = dif - playerObject.transform.position;
                //if the mouse is held, change the location of the action's direction locator.
                if (playerObject.GetCombatActionCount() > 0)
                {
                    dif = dif - playerObject.GetCombatActionQueue()[playerObject.GetCombatActionCount() - 1].GetOrigin();
                    float range = playerRange.GetComponent <RangeIndicator>().radius;
                    if (dif.magnitude > range)
                    {
                        dif = dif.normalized * range;
                    }
                    PlayerSetTurn = playerObject.GetCombatActionQueue()[playerObject.GetCombatActionCount() - 1];
                    PlayerSetTurn.SetTarget(playerObject.GetCombatActionQueue()[playerObject.GetCombatActionCount() - 1].GetOrigin() + dif);
                }
                else
                {
                }
            }
            //turn off all images.
            ActivateQueueImages(false);
            //TODO activate turn images based on action queue
            for (int c = 0; c < playerObject.GetCombatActionCount(); c++)
            {
                I[c].gameObject.SetActive(true);
                string typing = playerObject.GetCombatActionQueue()[c].actiontype;
                if (typing.Contains("attack"))
                {
                }
                else if (typing.Contains("cast"))
                {
                }
                else if (typing.Contains("block"))
                {
                }
                else if (typing.Contains("move"))
                {
                }

                else
                {
                }
                // TURN IMAGES NEEDS SETTING HERE.
            }


            //if we get here, playActive is false. this is where we care to handle button presses.
            //buttons ARE active when we get here.

            bool actionselected = false;

            //whenever a button procs, try to add it to the list (handle move).
            if (MoveButtonProc)
            {
                MoveButtonProc = false;                                            //consume the flag and push a move turn to the player queue.
                Turn X = new Turn();
                X.actiontype = "move";                                             //ensures the turn knows it has a movement type command
                X.ran        = playerRange.GetComponent <RangeIndicator>().radius; //preserve range for this action
                X.Start(playerObject);                                             //ensures the target and targetlocator exist.
                if (!playerObject.PushCombatAction(X))
                {
                    X.Destroy();
                }
                X.TargetLocator.SetActive(true);
                X.ExternalUpdate = X.MoveToLocation;
                actionselected   = true;
            }
            //whenever a button procs, try to add it to the list (handle move).
            if (CastButtonProc)
            {
                CastButtonProc = false;                                            //consume the flag and push a casting turn to the player queue.
                Turn X = new Turn();
                X.actiontype = "cast";                                             //ensures the turn knows it has a cast type command
                X.ran        = playerRange.GetComponent <RangeIndicator>().radius; //preserve range for this action
                X.Start(playerObject);                                             //ensures the target and targetlocator exist.
                X.SetProcTime(0.75f);
                if (!playerObject.PushCombatAction(X))
                {
                    X.Destroy();
                }
                X.TargetLocator.SetActive(true);
                X.ExternalStart  = X.CastFireStart;
                X.ExternalUpdate = X.CastFireUpdate;
                X.ExternalEnd    = X.CastFireEnd;
                actionselected   = true;
            }
            //whenever a button procs, try to add it to the list (handle move).
            if (AttackButtonProc)
            {
                AttackButtonProc = false;                                          //consume the flag and push an attack turn to the player queue.
                Turn X = new Turn();
                X.actiontype = "basicattack";                                      //ensures the turn knows it has a basic attack type command
                X.ran        = playerRange.GetComponent <RangeIndicator>().radius; //preserve range for this action
                X.Start(playerObject);                                             //ensures the target and targetlocator exist.
                X.SetProcTime(0.6f);
                if (!playerObject.PushCombatAction(X))
                {
                    X.Destroy();
                }
                X.TargetLocator.SetActive(true);
                X.ExternalStart  = X.BasicAttackStart;
                X.ExternalUpdate = X.BasicAttackUpdate;
                X.ExternalEnd    = X.BasicAttackEnd;
                actionselected   = true;
            }
            //whenever a button procs, try to add it to the list (handle move).
            if (BlockButtonProc)
            {
                BlockButtonProc = false;                                           //consume the flag and push a defend turn to the player queue.
                Turn X = new Turn();
                X.actiontype = "block";                                            //ensures the turn knows it has a block type command
                X.ran        = playerRange.GetComponent <RangeIndicator>().radius; //preserve range for this action
                X.Start(playerObject);                                             //ensures the target and targetlocator exist.
                if (!playerObject.PushCombatAction(X))
                {
                    X.Destroy();
                }
                X.TargetLocator.SetActive(true);
                X.ExternalStart  = X.BlockStart;
                X.ExternalUpdate = X.CastFireUpdate; //face that direction.
                X.ExternalEnd    = X.BlockEnd;
                actionselected   = true;
            }
            //one of the above actions has been chosen this frame. adjust playerRange.
            if (actionselected)
            {
                playerRange.transform.position = playerObject.GetCombatActionQueue()[0].GetOrigin();
                Renderer r1  = playerRange.transform.Find("Plane").GetComponent <Renderer>();
                Renderer r2  = playerObject.GetCombatActionQueue()[playerObject.GetCombatActionCount() - 1].TargetLocator.transform.Find("RangeIndicator/Plane").GetComponent <Renderer>();
                Color    col = r2.material.GetColor("_MainColor"); //col.a = 0.25f;
                r1.material.SetColor("_MainColor", col);
            }
        }
    }