Added move and attack actions that substract from unit's remaining actions
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1 changed files with 24 additions and 2 deletions
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@ -35,6 +35,7 @@ public class UnitBehaviour : MonoBehaviour {
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public int attackRange = 1;
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public int attackArea = 1;
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public int attackDamage = 1;
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public int attackActions = 2;
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public Elemental attackElem = Elemental.None;
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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) {
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@ -55,13 +56,16 @@ public class UnitBehaviour : MonoBehaviour {
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critChance = 0;
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} else
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critChance = crit;
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remainingActions = actionsPerTurn;
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}
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public void SetupBaseAttack (int r = 1, int a = 1, int d = 1, Elemental e = Elemental.None) {
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public void SetupBaseAttack (int r = 1, int a = 1, int d = 1, Elemental e = Elemental.None, int act = 2) {
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attackRange = r;
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attackArea = a;
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attackDamage = d;
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attackElem = e;
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attackActions = act;
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}
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bool attackHit() {
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@ -79,9 +83,27 @@ public class UnitBehaviour : MonoBehaviour {
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health -= damage;
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}
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public void moveAct() {
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remainingActions -= 1;
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if (remainingActions < 0)
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remainingActions = 0;
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}
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public int attackAct() {
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remainingActions -= attackActions;
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if (remainingActions < 0)
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remainingActions = 0;
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int attack = 0;
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if (attackHit ())
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attack = attackDamage;
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if (criticalHit ())
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attack = Mathf.CeilToInt(attack * 1.5);
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return attack;
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}
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// Use this for initialization
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void Start () {
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remainingActions = actionsPerTurn;
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}
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// Update is called once per frame
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