private void SetTargetModeHoveredTile(Tile tile) { ClearTargetModeHoveredTile(); if (targetModeTileList.Count > 0 && !targetModeTileList.Contains(tile)) { return; } targetModeHoveredTileList = new List <Tile>(); if (targetModeAOE > 0) { targetModeHoveredTileList = GridManager.GetTilesWithinDistance(tile, targetModeAOE); } if (!targetModeHoveredTileList.Contains(tile)) { targetModeHoveredTileList.Add(tile); } OverlayManager.ShowAbilityTargetIndicator(targetModeHoveredTileList); }
//analyse the grid to know where the unit should move to private Tile Analyse(Unit unit, _AIMode activeMode) { //get all wakable tiles in range first List <Tile> walkableTilesInRange = GridManager.GetTilesWithinDistance(unit.tile, unit.GetEffectiveMoveRange(), true); walkableTilesInRange.Add(unit.tile); //get all visible hostile List <Unit> allHostileInSight = FactionManager.GetAllHostileUnit(unit.factionID); if (GameControl.EnableFogOfWar()) { for (int i = 0; i < allHostileInSight.Count; i++) { if (!FogOfWar.IsTileVisibleToFaction(allHostileInSight[i].tile, unit.factionID)) { allHostileInSight.RemoveAt(i); i -= 1; } } } //if cover system is in used if (GameControl.EnableCover()) { Tile tile = AnalyseCoverSystem(unit, walkableTilesInRange, allHostileInSight); if (tile != null) { return(tile); } } //if there are hostile if (allHostileInSight.Count > 0) { //fill up the walkableTilesInRange hostile list //then filter thru walkableTilesInRange, those that have a hostile in range will be add to a tilesWithHostileInRange List <Tile> tilesWithHostileInRange = new List <Tile>(); GridManager.SetupHostileInRangeforTile(unit, walkableTilesInRange); for (int i = 0; i < walkableTilesInRange.Count; i++) { if (walkableTilesInRange[i].GetHostileInRange().Count > 0) { tilesWithHostileInRange.Add(walkableTilesInRange[i]); } } //if the tilesWithHostileInRange is not empty after the process, means there's tiles which the unit can move into and attack //return one of those in the tilesWithHostileInRange so the unit can attack if (tilesWithHostileInRange.Count > 0) { //if the unit current tile is one of those tiles with hostile, just stay put and attack if (tilesWithHostileInRange.Contains(unit.tile)) { //randomize it a bit so the unit do move around but not stay in place all the time if (Random.Range(0f, 1f) > 0.25f) { return(unit.tile); } } return(tilesWithHostileInRange[Random.Range(0, tilesWithHostileInRange.Count)]); } } //if there's not potential target at all, check if the unit has any previous attacker //if there are, go after the last attacker if (unit.lastAttacker != null) { return(unit.lastAttacker.tile); } //for aggresive mode with FogOfWar disabled, try move towards the nearest unit if (activeMode == _AIMode.Aggressive && Random.Range(0f, 1f) > 0.25f) { List <Unit> allHostile = FactionManager.GetAllHostileUnit(unit.factionID); float nearest = Mathf.Infinity; int nearestIndex = 0; for (int i = 0; i < allHostile.Count; i++) { float dist = GridManager.GetDistance(allHostile[i].tile, unit.tile); if (dist < nearest) { nearest = dist; nearestIndex = i; } } return(allHostile[nearestIndex].tile); } //if there's really no hostile to go after, then just move randomly in one of the walkable int rand = Random.Range(0, walkableTilesInRange.Count); //clear in hostileInRange list for all moveable tile so, just in case the list is not empty (hostileInRange dont clear after each move) //so the unit dont try to attack anything when it moves into the targetTile walkableTilesInRange[rand].SetHostileInRange(new List <Tile>()); return(walkableTilesInRange[rand]); }
private bool movingUnit = false; //set to true when a unit is being moved IEnumerator MoveUnitRoutine(Unit unit, _AIMode activeMode) { TBTK.OnUnitSelected(unit); movingUnit = true; //Debug.Log("moving unit"); if (activeMode != _AIMode.Aggressive && !unit.trigger) { AIDebug("unit " + unit.gameObject.name + " is not triggered"); if (!untriggeredUnitMove) { StartCoroutine(EndMoveUnitRoutine()); unit.moveRemain = 0; unit.attackRemain = 0; } else { if (Random.value < 0.5f) { StartCoroutine(EndMoveUnitRoutine()); unit.moveRemain = 0; unit.attackRemain = 0; } else { AIDebug("Randomly move unit " + unit.gameObject.name + " anyway"); List <Tile> walkableTilesInRange = GridManager.GetTilesWithinDistance(unit.tile, Mathf.Min(1, unit.GetEffectiveMoveRange() / 2), true); if (walkableTilesInRange.Count > 0) { unit.Move(walkableTilesInRange[Random.Range(0, walkableTilesInRange.Count)]); } } } AIDebug("End unit " + unit.gameObject.name + " turn"); StartCoroutine(EndMoveUnitRoutine()); yield break; } Tile targetTile = Analyse(unit, activeMode); if (CameraControl.CenterOnSelectedUnit()) { bool visible = false; if (unit.tile.IsVisible()) { visible = true; } else if (targetTile != unit.tile) { List <Tile> path = unit.GetPathForAI(targetTile); for (int i = 0; i < path.Count; i++) { if (path[i].IsVisible()) { visible = true; break; } } targetTile = path[path.Count - 1]; Debug.DrawLine(unit.tile.GetPos(), targetTile.GetPos(), Color.red, 2); } if (visible) { CameraControl.OnUnitSelected(unit, false); while (CameraControl.IsLerping()) { yield return(null); } } } //first move to the targetTile if (targetTile != unit.tile) { unit.Move(targetTile); yield return(new WaitForSeconds(.1f)); //wait until the unit has moved into the targetTile while (!TurnControl.ClearToProceed()) { //AIDebug("waiting, unit "+unit.gameObject.name+" is moving"); AIDebug("waiting while unit is moving"); yield return(null); } } if (unit == null || unit.HP <= 0) //in case unit is destroyed by overwatch { StartCoroutine(EndMoveUnitRoutine()); yield break; } for (int i = 0; i < targetTile.hostileInRangeList.Count; i++) { if (targetTile.hostileInRangeList[i].unit == null || targetTile.hostileInRangeList[i].unit.factionID == unit.factionID) { targetTile.hostileInRangeList.RemoveAt(i); i -= 1; } } //if there's hostile within range, attack it if (targetTile.hostileInRangeList.Count > 0) { if (unit.CanAttack()) { AIDebug("waiting, unit " + unit.gameObject.name + " is attacking"); //~ if(targetTile!=unit.tile){ //wait until the unit has moved into the targetTile //~ yield return new WaitForSeconds(.25f); //~ while(!TurnControl.ClearToProceed()) yield return null; //~ } int rand = Random.Range(0, targetTile.hostileInRangeList.Count); unit.Attack(targetTile.hostileInRangeList[rand].unit); } else { if (unit.moveRemain > 0) { unit.moveRemain -= 1; } } } else { if (unit.moveRemain <= 0) { unit.attackRemain = 0; } } AIDebug("End unit " + unit.gameObject.name + " turn"); StartCoroutine(EndMoveUnitRoutine()); yield return(null); }
//~ public void ActivateTargetModeUnit(Tile tile, int range, int AOE, bool normalAttack, bool requireDirectLOS, _TargetType type, TargetModeCallBack sCallBack, TargetModeCallBack eCallBack){ public void ActivateTargetModeUnit(Tile tile, UnitAbility ability, int abIndex, TargetModeCallBack sCallBack, ExitTargetModeCallBack eCallBack) { TBTK.OnUnitABTargetMode(abIndex); _ActivateTargetMode(abIndex, ability.GetAOERange(), ability.targetType, sCallBack, eCallBack); if (!ability.AttackInLine()) { if (!ability.normalAttack) { if (targetModeType == _TargetType.EmptyTile) { targetModeTileList = GridManager.GetTilesWithinDistance(tile, ability.GetRange(), true); } else { targetModeTileList = GridManager.GetTilesWithinDistance(tile, ability.GetRange()); } } else { targetModeTileList = new List <Tile>(); List <Tile> tilesInRangeList = GridManager.GetTilesWithinDistance(tile, ability.GetRange()); int sight = tile.unit.GetSight(); List <Unit> allFriendlyUnitList = FactionManager.GetAllUnitsOfFaction(tile.unit.factionID); for (int i = 0; i < tilesInRangeList.Count; i++) { Tile targetTile = tilesInRangeList[i]; if (!GameControl.EnableFogOfWar() && !GameControl.AttackThroughObstacle()) { if (!FogOfWar.InLOS(tile, targetTile, 0)) { continue; } } bool inSight = GameControl.EnableFogOfWar() ? false : true; if (GameControl.EnableFogOfWar()) { if (FogOfWar.InLOS(tile, targetTile) && GridManager.GetDistance(tile, targetTile) <= sight) { inSight = true; } else if (!ability.requireDirectLOS) { for (int n = 0; n < allFriendlyUnitList.Count; n++) { if (allFriendlyUnitList[n] == tile.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) { targetModeTileList.Add(targetTile); } } } } else { /* * List<Tile> neighbourList=tile.GetNeighbourList(); * for(int i=0; i<neighbourList.Count; i++){ * bool walkableOnly=(ability.type==UnitAbility._AbilityType.ChargeAttack); * List<Tile> tileList=GridManager.GetTilesInALine(tile, neighbourList[i], ability.GetRange(), walkableOnly); * * if(tileList.Count>0){ * if(targetModeType!=_TargetType.EmptyTile) targetModeTileList.Add(tileList[tileList.Count-1]); * else if (tileList[tileList.Count-1].unit==null) targetModeTileList.Add(tileList[tileList.Count-1]); * } * } */ } //for(int i=0; i<targetModeTileList.Count; i++) targetModeTileList[i].SetState(_TileState.Range); OverlayManager.ShowAbilityRangeIndicator(targetModeTileList); }
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); }