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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28
Assets/MapCreation.js
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@ -0,0 +1,28 @@
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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 () {
|
||||
var basic_floor_instance : GameObject;
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||||
for(var i : int = 0; i < vs; i++){
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||||
for(var j : int = 0; j < hs; j++){
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||||
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);
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||||
}
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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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||||
}
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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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||||
}
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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
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57
Assets/TurnManager.prefab
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57
Assets/TurnManager.prefab
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m_Name:
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m_EditorClassIdentifier:
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turnNum: 0
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inTurn: 1
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8
Assets/TurnManager.prefab.meta
Normal file
8
Assets/TurnManager.prefab.meta
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@ -0,0 +1,8 @@
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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;
|
||||
}
|
||||
|
|
|
@ -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 () {
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -37,12 +37,12 @@ RenderSettings:
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m_Sun: {fileID: 0}
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m_IndirectSpecularColor: {r: 0.44692534, g: 0.49678725, b: 0.5750856, a: 1}
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m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
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--- !u!157 &3
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LightmapSettings:
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m_GIWorkflowMode: 1
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m_GISettings:
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serializedVersion: 2
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m_BounceScale: 1
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@ -90,279 +90,3 @@ NavMeshSettings:
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--- !u!1 &618114011
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--- !u!81 &618114012
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--- !u!124 &618114013
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m_GameObject: {fileID: 618114011}
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--- !u!92 &618114014
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 618114011}
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--- !u!20 &618114015
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--- !u!4 &618114016
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 618114011}
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m_LocalScale: {x: 1, y: 1, z: 1}
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--- !u!1001 &902354652
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--- !u!1 &1253882374
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--- !u!108 &1253882375
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--- !u!4 &1253882376
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--- !u!1 &1322998896
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--- !u!4 &1322998897
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--- !u!23 &1322998898
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--- !u!65 &1322998899
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--- !u!33 &1322998900
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|
|
Loading…
Reference in a new issue