Esempio n. 1
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    public void SpawnUnitEntity(string id, string name, Vector3Int position)
    {
        UnitEntityData       unitData   = GlobalUnitEntityDictionary.GetUnitEntityData("Unit Entities", id); // This might be too tightly coupled to Unity?
        UnitEntityCombatData combatData = UnitEntityCombatData.LoadFromSO(unitData);
        UnitEntity           unitEntity = new UnitEntity(name, position, unitData.maxHealth, unitData.sight, unitData.isPlayerControlled, unitData.movementSpeed, World, combatData);

        OnUnitSpawn?.Invoke(unitEntity, id);
    }
 public static void LoadCombatData(string path)
 {
     foreach (UnitEntityData data in Resources.LoadAll <UnitEntityData>(path + '/'))
     {
         UnitEntityCombatData combatData = UnitEntityCombatData.LoadFromSO(data);
         unitData.Add(data.name, combatData);
     }
 }
Esempio n. 3
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        protected virtual void CreateUnitEntity(bool isPlayerControlled)
        {
            Vector3Int gridPos = world.WorldToCell(transform.position);

            transform.position = world.CellToWorld(gridPos);

            UnitEntityData       unitData   = GlobalUnitEntityDictionary.GetUnitEntityData("Unit Entities", unitID);
            UnitEntityCombatData combatData = UnitEntityCombatData.LoadFromSO(unitData);

            unitEntity          = new UnitEntity(this.name, gridPos, unitData.maxHealth, unitData.sight, isPlayerControlled, unitData.movementSpeed, world, combatData);
            unitEntity.OnDeath += OnDeath;

            Sprite sprite = Resources.Load <Sprite>("Unit Entity Sprites/" + unitID);

            GetComponent <SpriteRenderer>().sprite = sprite;
        }
Esempio n. 4
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        public UnitEntity(string name, Vector3Int initialPosition, int maxHealth, int sight, bool isPlayerControlled, int movementSpeed, IWorld world, UnitEntityCombatData combatData)
        {
            //ID = id;
            Name     = name;
            Position = initialPosition;

            Level      = 0;
            Experience = 0;

            MaxHealth = maxHealth;
            Health    = maxHealth;
            IsAlive   = true;

            this.sight = sight;
            this.world = world;

            IsPlayerControlled = isPlayerControlled;

            movement  = new UnitEntityMovement(this, world, movementSpeed);
            combat    = new UnitEntityCombat(this, world, movement, combatData);
            inventory = new Inventory(100); //TODO: placeholder UnitEntity inventory weight

            // TODO: placeholder UnitEntity initialization
            inventory.AddItem(new Items.UtilityItems.UtilityItem("health_potion", "Health Potion", 1, 1, 1, "Potion", 1, 0, new Abilities.AbilityEffect[] {
                new Abilities.HealAbilityEffect(10)
            }, new Abilities.HexAbilityAOE(0), true, false));

            UpdateVision();
            world.UnitManager.AddUnit(this);
        }