midnight and beyond

This commit is contained in:
falc@null.net 2016-10-29 03:40:42 +02:00
commit 5952aedabe
14 changed files with 394 additions and 284 deletions

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Assets/MapCreation.js Normal file
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#pragma strict
public var vs : int = 20;
public var hs : int = 40;
public var matrix : int[,]; //0 significa zona habitable
//dif de 0 zona no habitable
public var basic_floor : GameObject;
public var nhabitable_floor : GameObject;
function Start () {
var basic_floor_instance : GameObject;
for(var i : int = 0; i < vs; i++){
for(var j : int = 0; j < hs; j++){
if(matrix[i,j]==0) basic_floor_instance = Instantiate(basic_floor, Vector3(i,-0.5,j), Quaternion.identity);
else basic_floor_instance = Instantiate(nhabitable_floor, Vector3(i,0.5,j), Quaternion.identity);
}
}
}
function Update () {
}
function setMatrix(new_floor : int[,], x : int, z : int){
matrix = new_floor;
vs = x;
hs = z;
}

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@ -27,7 +27,7 @@ public class TurnManagerScript : MonoBehaviour {
//Estamos en turno
inTurn = true;
actualPlayer = 0;
//actualNumChars = charList [actualPlayer].Count;
actualNumChars = 1;//charList [actualPlayer].Count;
// Characters that have finished its actions
actualNumFinishedChars = 0;
}

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@ -30,16 +30,16 @@ public class UnitBehaviour : MonoBehaviour {
public Elemental element = Elemental.None;
public Team teamID = Team.Player;
public int posX;
public int posY;
public int posZ;
public int attackRange = 1;
public int attackArea = 1;
public int attackDamage = 1;
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;
posY = pY;
posZ = pZ;
actionsPerTurn = actions;
stepLength = steps;
if (pRange > 0) {
@ -64,6 +64,21 @@ public class UnitBehaviour : MonoBehaviour {
attackElem = e;
}
bool attackHit() {
return (Random.Range (0, 100) < precision);
}
bool criticalHit() {
return (Random.Range (0, 100) < critChance);
}
void receiveDamage(int damage) {
if (health <= damage)
Die ();
else
health -= damage;
}
// Use this for initialization
void Start () {

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@ -27,12 +27,12 @@ public class UnitCreator : MonoBehaviour {
}
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) {
GameObject lich;
if (type == UnitType.Lich) {
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);
lich.GetComponent<UnitBehaviour> ().SetupBaseAttack (4, 2, 3);
if (team == UnitBehaviour.Team.Player)

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