midnight and beyond
This commit is contained in:
commit
5952aedabe
14 changed files with 394 additions and 284 deletions
58
Assets/FloorCreator.prefab
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58
Assets/FloorCreator.prefab
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8
Assets/FloorCreator.prefab.meta
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8
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92
Assets/Habitable.prefab
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92
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8
Assets/Habitable.prefab.meta
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8
Assets/Habitable.prefab.meta
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28
Assets/MapCreation.js
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Assets/MapCreation.js
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#pragma strict
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public var vs : int = 20;
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public var hs : int = 40;
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public var matrix : int[,]; //0 significa zona habitable
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//dif de 0 zona no habitable
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public var basic_floor : GameObject;
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public var nhabitable_floor : GameObject;
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function Start () {
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for(var j : int = 0; j < hs; j++){
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else basic_floor_instance = Instantiate(nhabitable_floor, Vector3(i,0.5,j), Quaternion.identity);
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}
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}
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}
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function Update () {
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}
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function setMatrix(new_floor : int[,], x : int, z : int){
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matrix = new_floor;
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vs = x;
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hs = z;
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12
Assets/MapCreation.js.meta
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12
Assets/MapCreation.js.meta
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92
Assets/NoHabitable.prefab
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92
Assets/NoHabitable.prefab
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8
Assets/TurnManager.prefab.meta
Normal file
8
Assets/TurnManager.prefab.meta
Normal file
|
@ -0,0 +1,8 @@
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@ -27,7 +27,7 @@ public class TurnManagerScript : MonoBehaviour {
|
||||||
//Estamos en turno
|
//Estamos en turno
|
||||||
inTurn = true;
|
inTurn = true;
|
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actualPlayer = 0;
|
actualPlayer = 0;
|
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//actualNumChars = charList [actualPlayer].Count;
|
actualNumChars = 1;//charList [actualPlayer].Count;
|
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// Characters that have finished its actions
|
// Characters that have finished its actions
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actualNumFinishedChars = 0;
|
actualNumFinishedChars = 0;
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}
|
}
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|
|
@ -30,16 +30,16 @@ public class UnitBehaviour : MonoBehaviour {
|
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public Elemental element = Elemental.None;
|
public Elemental element = Elemental.None;
|
||||||
public Team teamID = Team.Player;
|
public Team teamID = Team.Player;
|
||||||
public int posX;
|
public int posX;
|
||||||
public int posY;
|
public int posZ;
|
||||||
|
|
||||||
public int attackRange = 1;
|
public int attackRange = 1;
|
||||||
public int attackArea = 1;
|
public int attackArea = 1;
|
||||||
public int attackDamage = 1;
|
public int attackDamage = 1;
|
||||||
public Elemental attackElem = Elemental.None;
|
public Elemental attackElem = Elemental.None;
|
||||||
|
|
||||||
public void SetupStats (int pX, int pY, int actions = 2, int steps = 5, int p = 50, int crit = 10, int pRange = 20, int critRange = 10) {
|
public void SetupStats (int pX, int pZ, int actions = 2, int steps = 5, int p = 50, int crit = 10, int pRange = 20, int critRange = 10) {
|
||||||
posX = pX;
|
posX = pX;
|
||||||
posY = pY;
|
posZ = pZ;
|
||||||
actionsPerTurn = actions;
|
actionsPerTurn = actions;
|
||||||
stepLength = steps;
|
stepLength = steps;
|
||||||
if (pRange > 0) {
|
if (pRange > 0) {
|
||||||
|
@ -64,6 +64,21 @@ public class UnitBehaviour : MonoBehaviour {
|
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attackElem = e;
|
attackElem = e;
|
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}
|
}
|
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|
|
||||||
|
bool attackHit() {
|
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|
return (Random.Range (0, 100) < precision);
|
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|
}
|
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|
|
||||||
|
bool criticalHit() {
|
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|
return (Random.Range (0, 100) < critChance);
|
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|
}
|
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|
|
||||||
|
void receiveDamage(int damage) {
|
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|
if (health <= damage)
|
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|
Die ();
|
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|
else
|
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|
health -= damage;
|
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|
}
|
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|
|
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// Use this for initialization
|
// Use this for initialization
|
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void Start () {
|
void Start () {
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|
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|
|
|
@ -27,12 +27,12 @@ public class UnitCreator : MonoBehaviour {
|
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}
|
}
|
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|
|
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void createUnit(int posX, int posY, Vector3 posVec3, UnitBehaviour.Team team, UnitType type = UnitType.Skeleton) {
|
void createUnit(int posX, int posZ, Vector3 posVec3, UnitBehaviour.Team team, UnitType type = UnitType.Skeleton) {
|
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GameObject lich;
|
GameObject lich;
|
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|
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if (type == UnitType.Lich) {
|
if (type == UnitType.Lich) {
|
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lich = Instantiate (lichObject, posVec3, Quaternion.identity) as GameObject;
|
lich = Instantiate (lichObject, posVec3, Quaternion.identity) as GameObject;
|
||||||
lich.GetComponent<UnitBehaviour> ().SetupStats (posX, posY, 3, 3, 100, 0, 0, 0);
|
lich.GetComponent<UnitBehaviour> ().SetupStats (posX, posZ, 3, 3, 100, 0, 0, 0);
|
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lich.GetComponent<UnitBehaviour> ().SetupBaseAttack (4, 2, 3);
|
lich.GetComponent<UnitBehaviour> ().SetupBaseAttack (4, 2, 3);
|
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|
|
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if (team == UnitBehaviour.Team.Player)
|
if (team == UnitBehaviour.Team.Player)
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|
||||||
m_Enabled: 1
|
|
||||||
m_CastShadows: 1
|
|
||||||
m_ReceiveShadows: 1
|
|
||||||
m_MotionVectors: 1
|
|
||||||
m_LightProbeUsage: 1
|
|
||||||
m_ReflectionProbeUsage: 1
|
|
||||||
m_Materials:
|
|
||||||
- {fileID: 10303, guid: 0000000000000000f000000000000000, type: 0}
|
|
||||||
m_SubsetIndices:
|
|
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m_StaticBatchRoot: {fileID: 0}
|
|
||||||
m_ProbeAnchor: {fileID: 0}
|
|
||||||
m_LightProbeVolumeOverride: {fileID: 0}
|
|
||||||
m_ScaleInLightmap: 1
|
|
||||||
m_PreserveUVs: 1
|
|
||||||
m_IgnoreNormalsForChartDetection: 0
|
|
||||||
m_ImportantGI: 0
|
|
||||||
m_SelectedWireframeHidden: 0
|
|
||||||
m_MinimumChartSize: 4
|
|
||||||
m_AutoUVMaxDistance: 0.5
|
|
||||||
m_AutoUVMaxAngle: 89
|
|
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m_LightmapParameters: {fileID: 0}
|
|
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m_SortingLayerID: 0
|
|
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m_SortingOrder: 0
|
|
||||||
--- !u!65 &1322998899
|
|
||||||
BoxCollider:
|
|
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m_ObjectHideFlags: 0
|
|
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m_PrefabParentObject: {fileID: 0}
|
|
||||||
m_PrefabInternal: {fileID: 0}
|
|
||||||
m_GameObject: {fileID: 1322998896}
|
|
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m_Material: {fileID: 0}
|
|
||||||
m_IsTrigger: 0
|
|
||||||
m_Enabled: 1
|
|
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serializedVersion: 2
|
|
||||||
m_Size: {x: 1, y: 1, z: 1}
|
|
||||||
m_Center: {x: 0, y: 0, z: 0}
|
|
||||||
--- !u!33 &1322998900
|
|
||||||
MeshFilter:
|
|
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m_ObjectHideFlags: 0
|
|
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m_PrefabParentObject: {fileID: 0}
|
|
||||||
m_PrefabInternal: {fileID: 0}
|
|
||||||
m_GameObject: {fileID: 1322998896}
|
|
||||||
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
|
|
||||||
|
|
Loading…
Reference in a new issue