@@ -5,6 +5,13 @@
public class BJMeleeAttack : BJSkill {

int moveCounter;
void Awake () {
RangeType = RangeType.Melee;
}

void Start () {

}

public override void UseSkill (BJCreatureObject user, BJCreatureObject mainTarget) {
moveCounter = 0;
@@ -14,6 +21,82 @@ public class BJMeleeAttack : BJSkill {
user.MoveToPoint (mainTarget.transform.position - new Vector3(xCoord, 0.0f, 0.0f));
}

public override void AssignSkillIndexes () {
List<BJCreatureObject> ourCreatureObjects = (CurrentUser.Creature.Allegiance == Allegiance.Player) ? BJGameController.Instance.PlayerCreatureObjects : BJGameController.Instance.EnemyCreatureObjects;
List<BJCreatureObject> enemyCreatureObjects = (CurrentUser.Creature.Allegiance == Allegiance.Player) ? BJGameController.Instance.EnemyCreatureObjects : BJGameController.Instance.PlayerCreatureObjects;
int userIndex = ourCreatureObjects.IndexOf (CurrentUser);
switch (userIndex) { // кошмарный говнокод
case 0:
ValidTargetIndexes = new List<int> { 0, 1 };
break;
case 1:
ValidTargetIndexes = new List<int> { 0, 1, 2 };
break;
case 2:
ValidTargetIndexes = new List<int> { 1, 2 };
break;
case 3:
case 4:
case 5:
ValidTargetIndexes = new List<int> { 0, 1, 2};
break;
default:
ValidTargetIndexes = new List<int> { 0, 1, 2, 3, 4};
break;
}

bool allDead = true;
foreach (var validTargetIndex in ValidTargetIndexes) {
if (enemyCreatureObjects.Count > validTargetIndex && enemyCreatureObjects[validTargetIndex].Creature.HP > 0) {
allDead = false;
}
}
if (allDead) {
switch (userIndex) {
case 0:
ValidTargetIndexes = new List<int> { 2 };
break;
case 1:
ValidTargetIndexes = new List<int> { 0, 1, 2 };
break;
case 2:
ValidTargetIndexes = new List<int> { 0 };
break;
case 3:
case 4:
case 5:
ValidTargetIndexes = new List<int> { 0, 1, 2};
break;
default:
ValidTargetIndexes = new List<int> { 0, 1, 2, 3, 4};
break;
}
}

allDead = true;
foreach (var validTargetIndex in ValidTargetIndexes) {
if (enemyCreatureObjects.Count > validTargetIndex && enemyCreatureObjects[validTargetIndex].Creature.HP > 0) {
allDead = false;
}
}

if (allDead) {
switch (userIndex) {
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
ValidTargetIndexes = new List<int> { 3, 4};
break;
default:
ValidTargetIndexes = new List<int> { 0, 1, 2, 3, 4};
break;
}
}
}

public override void User_OnCreatureMovementFinished (BJCreatureObject creatureObject) {
moveCounter++;
if (moveCounter == 1) {
@@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BJRangedAttack : BJSkill {

public GameObject Projectile;
public GameObject ProjectilePrefab;
bool shouldMoveProjectile;
// float TimeLeft;
float speed = 10.0f;
float initialZ = -7.0f;

void Awake () {
RangeType = RangeType.Ranged;
}

public override void UseSkill (BJCreatureObject user, BJCreatureObject mainTarget) {
CurrentUser = user;
CurrentMainTarget = mainTarget;
Projectile = Instantiate (ProjectilePrefab) as GameObject;
shouldMoveProjectile = true;
Projectile.transform.position = new Vector3 (CurrentUser.transform.position.x, CurrentUser.transform.position.y, initialZ);
}

public override void AssignSkillIndexes () {
ValidTargetIndexes = new List<int> { 0, 1, 2, 3, 4 };
}

void Update () {
if (shouldMoveProjectile) {
// TimeLeft = Vector2.Distance(Projectile.transform.position, CurrentMainTarget.transform.position) / speed;
float step = speed * Time.deltaTime;
Projectile.transform.position = Vector2.MoveTowards (Projectile.transform.position, CurrentMainTarget.transform.position, step);
Projectile.transform.position = new Vector3 (Projectile.transform.position.x, Projectile.transform.position.y, initialZ);
if (Vector2.Distance (Projectile.transform.position, CurrentMainTarget.transform.position) < 0.001f) {
shouldMoveProjectile = false;
Destroy (Projectile);
StartCoroutine(CurrentUser.DealDamage (0.0f, CurrentMainTarget));
FinishSkill ();
}
}
}
}
@@ -2,6 +2,10 @@
using System.Collections.Generic;
using UnityEngine;

public enum RangeType {
Melee, Ranged
}

public class BJSkill : MonoBehaviour {

public delegate void FinishSkillEventHandler (BJSkill sender);
@@ -10,6 +14,9 @@ public class BJSkill : MonoBehaviour {
public BJCreatureObject CurrentUser; // :(((
public BJCreatureObject CurrentMainTarget;

public RangeType RangeType;
public List<int> ValidTargetIndexes;

public virtual void UseSkill (BJCreatureObject user, BJCreatureObject mainTarget) {

}
@@ -21,4 +28,8 @@ public class BJSkill : MonoBehaviour {
protected virtual void FinishSkill () {
OnSkillFinished (this);
}

public virtual void AssignSkillIndexes () {

}
}
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@@ -362,10 +362,10 @@ MonoBehaviour:
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@@ -401,9 +401,9 @@ MonoBehaviour:
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@@ -531,18 +531,18 @@ MonoBehaviour:
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m_SearchArea: 0
m_Folders:
- Assets/Prefabs/Battlejack
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m_ViewMode: 0
m_StartGridSize: 64
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<MonoDevelop.Ide.DebuggingService.Breakpoints>