Esempio n. 1
0
    /// <summary>
    /// Sets the target unit info.
    /// If null it will not show
    /// </summary>
    /// <param name="info">Info.</param>
    public void SetTargetUnitInfo(UnitLostInfo info = null)
    {
        if (info == null)
        {
            targetContainer.SetActive(false);

            return;
        }
        else
        {
            targetContainer.SetActive(true);
        }

        CombatUnit unit = CombatUnitManager.Instance.GetCombatUnitInfoByType(info.unitType);

        //targetUnitAvatar.spriteName = unit.avatarName;
        targetUnitAvatar.spriteName = ImageManager.Instance.CombatUnitSpriteNameForHead(unit.unitType);
        targetUnitFromLabel.text    = info.from.ToString();
        targetUnitToLabel.text      = info.to.ToString();
    }
Esempio n. 2
0
    /// <summary>
    /// Calculates the battle result.
    /// </summary>
    public void CalculateResult()
    {
        BattleReportMetaData reportData = BattleReportMetaData.Load();

        int fAttackerSum = GetAttackerSum();
        int fDefenderSum = GetDefenderSum();

        if ((fAttackerSum - fDefenderSum) > 0)       //attacker win, defender defeat
        {
            Debug.Log("Attacker " + GetAttackerSum() + " vs " + targetName + " " + GetDefenderSum() + " win");

            float ratio = (float)fDefenderSum * 100f / (float)fAttackerSum / 100f;

            CombatUnitManagerMetaData data = CombatUnitManagerMetaData.Load();

            //calculate unit lost for attacker
            List <UnitLostInfo> attackerLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in attackerUnit.Keys)
            {
                int lostUnit = Mathf.Clamp((int)(ratio * attackerUnit[unit]), 1, attackerUnit[unit]);

                UnitLostInfo info = new UnitLostInfo(unit.unitType, attackerUnit[unit], lostUnit);

                //return unit
                data.AddCombatUnit(unit.unitType, info.to);

                attackerLostInfo.Add(info);
            }

            //calculate unit lost for defender
            List <UnitLostInfo> targetLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in targetUnit.Keys)
            {
                float penalty = Mathf.Clamp((1 - ratio) * 10f, 1f, 10f);

                int lostUnit = Mathf.Clamp((int)(ratio * penalty * targetUnit[unit]), 1, targetUnit[unit]);

                //TODO:Decrease ai player unit

                targetLostInfo.Add(new UnitLostInfo(unit.unitType, targetUnit[unit], lostUnit));
            }

            result = AttackResult.Win;

            reportData.AddBattleReport(result, targetName, "Player", attackerLostInfo, targetLostInfo, resourceAward);

            //add resource
            PlayerResourceStorageMetaData pData = PlayerResourceStorageMetaData.Load();

            foreach (ResourceType type in resourceAward.Keys)
            {
                pData.AddResourceForType(type, resourceAward[type]);
            }
        }
        else if ((fAttackerSum - fDefenderSum) < 0)       //attacker defeat, defender win
        {
            Debug.Log("Attacker " + GetAttackerSum() + " vs " + targetName + " " + GetDefenderSum() + " fail");

            float ratio = (float)fAttackerSum * 100f / (float)fDefenderSum / 100f;

            CombatUnitManagerMetaData data = CombatUnitManagerMetaData.Load();

            //calculate unit lost for attacker
            List <UnitLostInfo> attackerLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in attackerUnit.Keys)
            {
                float penalty = Mathf.Clamp((1 - ratio) * 10f, 1f, 10f);

                int lostUnit = Mathf.Clamp((int)(ratio * penalty * attackerUnit[unit]), 1, attackerUnit[unit]);

                UnitLostInfo info = new UnitLostInfo(unit.unitType, attackerUnit[unit], lostUnit);

                //return unit
                data.AddCombatUnit(unit.unitType, info.to);

                attackerLostInfo.Add(info);
            }

            //calculate unit lost for defender
            List <UnitLostInfo> targetLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in targetUnit.Keys)
            {
                int lostUnit = Mathf.Clamp((int)(ratio * targetUnit[unit]), 1, targetUnit[unit]);

                //TODO:Decrease ai player unit

                targetLostInfo.Add(new UnitLostInfo(unit.unitType, targetUnit[unit], lostUnit));
            }

            result = AttackResult.Lost;

            reportData.AddBattleReport(result, targetName, "Player", attackerLostInfo, targetLostInfo);
        }
        else        //draw
        {
            Debug.Log("Attacker " + GetAttackerSum() + " vs " + targetName + " " + GetDefenderSum() + " draw");

            float ratio = (float)fAttackerSum * 100f / (float)fDefenderSum / 100f * 0.5f;

            CombatUnitManagerMetaData data = CombatUnitManagerMetaData.Load();

            //calculate unit lost for attacker
            List <UnitLostInfo> attackerLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in attackerUnit.Keys)
            {
                int lostUnit = Mathf.Clamp((int)(ratio * 0.3f * attackerUnit[unit]), 1, attackerUnit[unit]);

                UnitLostInfo info = new UnitLostInfo(unit.unitType, attackerUnit[unit], lostUnit);

                //return unit
                data.AddCombatUnit(unit.unitType, info.to);

                attackerLostInfo.Add(info);
            }

            //calculate unit lost for defender
            List <UnitLostInfo> targetLostInfo = new List <UnitLostInfo>();

            foreach (CombatUnit unit in targetUnit.Keys)
            {
                int lostUnit = Mathf.Clamp((int)(ratio * 0.3f * targetUnit[unit]), 1, targetUnit[unit]);

                //TODO:Decrease ai player unit

                targetLostInfo.Add(new UnitLostInfo(unit.unitType, targetUnit[unit], lostUnit));
            }

            result = AttackResult.Draw;

            reportData.AddBattleReport(result, targetName, "Player", attackerLostInfo, targetLostInfo);
        }
    }