123 lines
3.8 KiB
C#
123 lines
3.8 KiB
C#
using UnityEngine;
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namespace TKS
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{
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/// <summary>전장의 유닛 1기. 능력치·상태·콜라이더를 가진다. 시각은 UnitView 가 담당.</summary>
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[RequireComponent(typeof(CircleCollider2D))]
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public class Unit : MonoBehaviour
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{
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public string DisplayName;
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public UnitType Type;
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public Faction Faction;
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public bool IsBoss;
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public int MaxHp;
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public int Hp;
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public int Atk;
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public int Def;
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public float Radius;
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public float SlingMaxDistance;
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public float AttackRange;
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/// <summary>이번 아군 턴에 행동을 마쳤는가.</summary>
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public bool ActedThisTurn;
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/// <summary>보병이 최종 목표점 명중으로 얻은 추가 이동(이동만 가능).</summary>
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public bool BonusMoveAvailable;
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/// <summary>창병 대기(견제) 상태 — 적군 턴에 반경 안에서 움직이는 적에게 피해.</summary>
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public bool Overwatch;
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public CircleCollider2D Collider { get; private set; }
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public UnitView View { get; private set; }
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public bool IsAlive
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{
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get { return Hp > 0; }
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}
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public Vector2 Position
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{
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get { return transform.position; }
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set { transform.position = new Vector3(value.x, value.y, 0f); }
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}
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public void Init(BalanceConfig cfg, UnitType type, Faction faction, string displayName, float hpMult, float atkMult, bool boss)
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{
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var s = cfg.GetStats(type);
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Type = type;
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Faction = faction;
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DisplayName = displayName;
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IsBoss = boss;
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MaxHp = Mathf.Max(1, Mathf.RoundToInt(s.maxHp * hpMult * (boss ? cfg.bossHpMult : 1f)));
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Hp = MaxHp;
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Atk = Mathf.Max(1, Mathf.RoundToInt(s.atk * atkMult));
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Def = s.def;
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Radius = s.radius * (boss ? cfg.bossRadiusMult : 1f);
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SlingMaxDistance = s.slingMaxDistance;
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AttackRange = s.attackRange;
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gameObject.name = (faction == Faction.Player ? "P_" : "E_") + displayName;
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Collider = GetComponent<CircleCollider2D>();
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Collider.radius = Radius;
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Collider.isTrigger = false;
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Collider.enabled = true;
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View = GetComponentInChildren<UnitView>();
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if (View == null)
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{
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var vgo = new GameObject("View");
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vgo.transform.SetParent(transform, false);
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View = vgo.AddComponent<UnitView>();
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}
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View.Build(this);
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}
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public void TakeDamage(int dmg)
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{
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if (!IsAlive) return;
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Hp = Mathf.Max(0, Hp - dmg);
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if (View != null)
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{
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View.OnHit();
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View.Refresh();
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}
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if (!IsAlive) Die();
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}
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void Die()
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{
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Overwatch = false;
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BonusMoveAvailable = false;
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Collider.enabled = false;
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if (View != null) View.PlayDeath();
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}
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public void SetOverwatch(bool on)
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{
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Overwatch = on && IsAlive;
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if (View != null) View.Refresh();
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}
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public void ResetForNewTurn()
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{
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ActedThisTurn = false;
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BonusMoveAvailable = false;
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Overwatch = false;
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if (View != null) View.Refresh();
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}
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public void MarkActed()
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{
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ActedThisTurn = true;
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BonusMoveAvailable = false;
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if (View != null) View.Refresh();
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}
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public void GrantBonusMove()
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{
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ActedThisTurn = false;
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BonusMoveAvailable = true;
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if (View != null) View.Refresh();
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}
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}
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}
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