public static Unit Construct(Unit.Type type, int owner, Basic.Vec2Int pos)
        {
            var unit = StatusTable(type);
            unit.Owner = owner;
            unit.Pos = pos;

            return unit;
        }
Пример #2
0
 public Unit(Unit rhs)
     : this(rhs.Type_,
     rhs.Owner,
     rhs.Pos,
     rhs.HpMax,
     rhs.HpCurrent,
     rhs.Damage,
     rhs.Defence,
     rhs.Movility,
     rhs.Initiative,
     rhs.ShootRange,
     rhs.isWaited)
 {
 }
 static Unit BaseStatus(Unit.Type uType, int hp, int damage, int def, int mobility, int initiative, int shootRange)
 {
     return new Unit(
         uType,
         0, // Set this later
         Basic.Vec2Int.Zero, // Set this later
         hp, hp,
         damage,
         def,
         mobility,
         initiative,
         shootRange,
         false);
 }
 static Unit StatusTable(Unit.Type type)
 {
     switch(type)
     {
         case Unit.Type.Amazon:
             return BaseStatus(type, 200, 70, 20, 3, 5, Unit.MELEE_RANGE);
         case Unit.Type.Skeleton:
             return BaseStatus(type, 80, 40, 20, 4, 3, Unit.MELEE_RANGE);
         case Unit.Type.Zombie:
             return BaseStatus(type, 120, 80, 20, 2, 2, Unit.MELEE_RANGE);
         case Unit.Type.Mage:
             return BaseStatus(type, 160, 50, 20, 2, 3, Unit.DEFAULT_RANGE);
         default:
     #if UNITY_EDITOR
             UnityEngine.Debug.Assert(false);
     #else
             System.Diagnostics.Debug.Assert(false);
     #endif
             return null;
     }
 }
Пример #5
0
 public bool IsSameTeam(Unit unit)
 {
     return this.Owner == unit.Owner;
 }
Пример #6
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 public bool IsAttackable(Unit unit)
 {
     return ! unit.IsDead && ! this.IsSameTeam(unit);
 }
Пример #7
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        /// <summary>
        /// Attack enemy with random or ture damage.
        /// </summary>
        /// <param name="target">attack target</param>
        /// <param name="damage">random / true damage</param>
        /// <returns>is target dead?</returns>
        public bool Attack(Unit target, int damage)
        {
            target.HpCurrent = System.Math.Max(0, target.HpCurrent - damage);

            return target.IsDead;
        }