public bool SelectRandomAvailableUnit() { List <int> availableIDList = new List <int>(); for (int i = 0; i < allUnitList.Count; i++) { if (!allUnitList[i].IsAllActionCompleted() && !allUnitList[i].IsStunned()) { availableIDList.Add(i); } } if (availableIDList.Count > 0) { selectedUnitID = availableIDList[Random.Range(0, availableIDList.Count)]; Debug.Log("selectedUnitID " + selectedUnitID); if (allUnitList[selectedUnitID].isAIUnit) { AIManager.MoveUnit(allUnitList[selectedUnitID]); } else { GameControl.SelectUnit(allUnitList[selectedUnitID], false); } //GameControl.SelectUnit(allUnitList[selectedUnitID]); return(true); } GameControl.ClearSelectedUnit(); return(false); }
//loop through all unit, select the first one that hasnt complete all action //used in FactionPerTurn, FreeMove order only public bool SelectFirstAvailableUnit() { int index = -1; for (int i = 0; i < allUnitList.Count; i++) { //skipped stunned unit //if(!allUnitList[i].IsAllActionCompleted() && allUnitList[i].IsStunned()){ if (!allUnitList[i].IsAllActionCompleted()) { index = i; break; } } if (index >= 0) { selectedUnitID = index; GameControl.SelectUnit(allUnitList[selectedUnitID]); return(true); } GameControl.ClearSelectedUnit(); return(false); }
public void _OnTile(Tile tile){ if(!FactionManager.IsPlayerTurn()) return; if(tile.unit!=null){ if(attackableTileList.Contains(tile)) GameControl.GetSelectedUnit().Attack(tile.unit); else GameControl.SelectUnit(tile.unit); } //if the tile is within the move range of current selected unit, move to it else if(walkableTileList.Contains(tile)){ ClearWalkableHostileList(); //in case the unit move into the destination and has insufficient ap to attack GameControl.GetSelectedUnit().Move(tile); } ClearHoveredTile(); //clear the hovered tile so all the UI overlay will be cleared }
//for FactionPerTurn mode, breakWhenExceedLimit is set to true, where selectUnitID resets when it reachs end //for FactionUnitPerTurn mode, breakWhenExceedLimit is set to false, where selectUnitID loops forever public bool SelectNextUnitInQueue(bool breakWhenExceedLimit = false) { //if(TurnControl.GetMoveOrder()==_MoveOrder.Free) return true; selectedUnitID += 1; //skipped stunned unit //while(allUnitList[selectedUnitID].IsStunned()){ // selectedUnitID+=1; // if(selectedUnitID>=allUnitList.Count) break; //} if (selectedUnitID >= allUnitList.Count) { if (breakWhenExceedLimit) //for FactionPerTurn mode, reset the ID { selectedUnitID = -1; return(true); } selectedUnitID = 0; } if (TurnControl.GetTurnMode() != _TurnMode.FactionPerTurn) { bool isUnitActive = allUnitList[selectedUnitID].NewTurn(); //in case unit is destroyed by damage over time effect if (!isUnitActive) { return(SelectNextUnitInQueue()); } } if (allUnitList[selectedUnitID].isAIUnit) { AIManager.MoveUnit(allUnitList[selectedUnitID]); } else { GameControl.SelectUnit(allUnitList[selectedUnitID], false); } return(false); }
public void _EndTurn_UnitPerTurn(){ selectedUnitID+=1; if(selectedUnitID>=allUnitList.Count) selectedUnitID=0; selectedFactionID=allUnitList[selectedUnitID].factionID; bool isUnitActive=allUnitList[selectedUnitID].NewTurn(); //in case unit is destroyed by damage over time effect if(isUnitActive){ // Debug.LogWarning(allUnitList[selectedUnitID].unitName + " " + allUnitList[selectedUnitID].canDrawCards); if (allUnitList[selectedUnitID].canDrawCards) { Unit.AbilitySelection abilitySelection = Unit.DrawCard(allUnitList.Where(u => u.factionID == selectedFactionID).ToList()); if (abilitySelection != null){ abilitySelection.cardOwner.AddAbility(abilitySelection.abilityId); } } } else { _EndTurn_UnitPerTurn(); return; } if(allUnitList[selectedUnitID].isAIUnit) AIManager.MoveUnit(allUnitList[selectedUnitID]); else GameControl.SelectUnit(allUnitList[selectedUnitID], false); }
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); }