Refactor BattleSprites out of BattleController
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737a851283
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8 changed files with 110 additions and 61 deletions
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@ -10,13 +10,11 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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private int STARTING_INSIGHT = 3;
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// Inspector public
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public HeroInfoUI heroUIPrefab;
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public GameObject uiCanvas;
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public BattlePlayerControls battlePlayerControls;
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public EnergyUI heroEnergyUI;
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public EnergyUI monsterEnergyUI;
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public Material hitEffectMaterial;
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public RuntimeAnimatorController runtimeAnimatorController;
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public BattleSprites battleSprites;
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// Private
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private HeroCardDatabase heroCardDatabase;
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@ -26,12 +24,8 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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private PlayArea playArea;
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private BattleHero[] heroes;
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private Dictionary<BattleHero, GameObject> heroSprites;
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private Dictionary<BattleHero, HeroInfoUI> heroUIs;
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private BattleMonster[] monsters;
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private Dictionary<BattleMonster, GameObject> monsterSprites;
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private Dictionary<BattleMonster, HeroInfoUI> monsterUIs;
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private BattleState state;
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private EnergyPool heroEnergy;
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@ -66,55 +60,25 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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this.insightLevel = new InsightLevel(STARTING_INSIGHT);
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this.heroes = new BattleHero[parameters.HeroIds.Length];
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this.heroSprites = new Dictionary<BattleHero, GameObject>();
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this.heroUIs = new Dictionary<BattleHero, HeroInfoUI>();
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for (int i = 0; i < this.heroes.Length; i++) {
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HeroId id = parameters.HeroIds[i];
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BattleHero hero = new BattleHero(id);
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hero.Init();
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this.heroes[i] = hero;
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GameObject sprite = HeroDatabase.createHeroSprite(id);
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this.heroSprites[hero] = sprite;
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sprite.name = "Hero" + i + "_Sprite";
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PositionSprite(TeamChoice.Heroes, sprite, i);
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BattleParticipantSprite bps = sprite.AddComponent<BattleParticipantSprite>();
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bps.Init(battlePlayerControls, hero, this.hitEffectMaterial, this.runtimeAnimatorController);
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bps.OnSpriteClicked += battlePlayerControls.NotifyParticipantSpriteClicked;
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hero.OnHit += bps.NotifyHit;
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hero.OnDeath += bps.NotifyDeath;
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HeroInfoUI heroUI = (HeroInfoUI) Instantiate(this.heroUIPrefab.gameObject, this.uiCanvas.transform).GetComponent(typeof(HeroInfoUI));
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heroUI.Init(sprite, hero);
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this.heroUIs[hero] = heroUI;
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}
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this.monsters = new BattleMonster[parameters.MonsterIds.Length];
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this.monsterSprites = new Dictionary<BattleMonster, GameObject>();
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this.monsterUIs = new Dictionary<BattleMonster, HeroInfoUI>();
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for (int i = 0; i < 3; i++) {
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for (int i = 0; i < this.monsters.Length; i++) {
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MonsterId id = parameters.MonsterIds[i];
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BattleMonster monster = MonsterDatabase.createMonsterScript(id);
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monster.Init();
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this.monsters[i] = monster;
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GameObject sprite = MonsterDatabase.createMonsterSprite(id);
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this.monsterSprites[monster] = sprite;
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sprite.name = "Monster" + i + "_Sprite";
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PositionSprite(TeamChoice.Monsters, sprite, i);
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BattleParticipantSprite bps = sprite.AddComponent<BattleParticipantSprite>();
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bps.Init(battlePlayerControls, monster, this.hitEffectMaterial, this.runtimeAnimatorController);
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bps.OnSpriteClicked += battlePlayerControls.NotifyParticipantSpriteClicked;
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monster.OnHit += bps.NotifyHit;
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monster.OnDeath += bps.NotifyDeath;
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HeroInfoUI monsterUI = (HeroInfoUI) Instantiate(this.heroUIPrefab.gameObject, this.uiCanvas.transform).GetComponent(typeof(HeroInfoUI));
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monsterUI.Init(sprite, monster);
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this.monsterUIs[monster] = monsterUI;
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}
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this.battleSprites.Init(this.heroes, this.monsters);
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BattleParticipant[] cardOwners = new BattleParticipant[parameters.HCardIds.Length];
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for (int i = 0; i < parameters.HCardIds.Length; i++) {
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cardOwners[i] = this.heroes[parameters.HCardOwnerIndexes[i]];
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@ -148,16 +112,6 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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this.insightLevel.OnChanged += this.battlePlayerControls.NotifyInsightLevelChanged;
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}
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private void PositionSprite(TeamChoice team, GameObject sprite, int i) {
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Vector3 pos;
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if (team == TeamChoice.Heroes) {
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pos = new Vector3(-0.8f + -3 + 3 * i, -1.8f, 0);
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} else {
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pos = new Vector3(+0.8f + -3 + 3 * i, 1.2f, 0);
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}
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sprite.transform.position = pos;
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}
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// Start is called before the first frame update
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void Start()
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{
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@ -586,7 +540,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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for (int i = 0; i < n; i++) {
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BattleHero hero = this.heroes[i];
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newHeroes[newPositions[i]] = hero;
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PositionSprite(team, heroSprites[hero], newPositions[i]);
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this.battleSprites.PositionHero(hero, newPositions[i]);
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}
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this.heroes = newHeroes;
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} else {
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@ -594,7 +548,7 @@ public class BattleController : MonoBehaviour, IBattleEffectApplier, IBattleEffe
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for (int i = 0; i < n; i++) {
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BattleMonster monster = this.monsters[i];
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newMonsters[newPositions[i]] = monster;
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PositionSprite(team, monsterSprites[monster], newPositions[i]);
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this.battleSprites.PositionMonster(monster, newPositions[i]);
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}
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this.monsters = newMonsters;
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}
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@ -4,10 +4,10 @@ using UnityEngine;
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public class BattleHero: BattleParticipant
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{
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HeroId id;
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protected HeroId mId;
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public BattleHero(HeroId id) : base(TeamChoice.Heroes) {
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this.id = id;
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mId = id;
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switch (id)
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{
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case HeroId.Alchemist:
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@ -31,7 +31,5 @@ public class BattleHero: BattleParticipant
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}
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}
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public HeroId GetId() {
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return this.id;
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}
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public HeroId Id {get => mId;}
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}
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@ -4,6 +4,11 @@ using UnityEngine;
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public class BattleMonster: BattleParticipant
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{
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public BattleMonster() : base(TeamChoice.Monsters) {
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protected MonsterId mId;
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public BattleMonster(MonsterId id) : base(TeamChoice.Monsters) {
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mId = id;
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}
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public MonsterId Id {get => mId;}
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}
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78
Assets/Battle/BattleSprites.cs
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78
Assets/Battle/BattleSprites.cs
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@ -0,0 +1,78 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class BattleSprites: MonoBehaviour
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{
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public HeroInfoUI mHeroUIPrefab;
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public GameObject mUiCanvas;
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public Material mHitEffectMaterial;
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public RuntimeAnimatorController mRuntimeAnimatorController;
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public BattlePlayerControls mBattlePlayerControls;
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private Dictionary<BattleHero, GameObject> mHeroSprites;
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private Dictionary<BattleHero, HeroInfoUI> mHeroUIs;
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private Dictionary<BattleMonster, GameObject> mMonsterSprites;
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private Dictionary<BattleMonster, HeroInfoUI> mMonsterUIs;
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public void Init(BattleHero[] heroes, BattleMonster[] monsters) {
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mHeroSprites = new Dictionary<BattleHero, GameObject>();
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mHeroUIs = new Dictionary<BattleHero, HeroInfoUI>();
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mMonsterSprites = new Dictionary<BattleMonster, GameObject>();
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mMonsterUIs = new Dictionary<BattleMonster, HeroInfoUI>();
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for (int i = 0; i < heroes.Length; i++) {
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BattleHero hero = heroes[i];
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GameObject sprite = HeroDatabase.createHeroSprite(hero.Id);
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mHeroSprites[hero] = sprite;
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sprite.name = "Hero" + i + "_Sprite";
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PositionSprite(TeamChoice.Heroes, sprite, i);
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BattleParticipantSprite bps = sprite.AddComponent<BattleParticipantSprite>();
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bps.Init(mBattlePlayerControls, hero, mHitEffectMaterial, mRuntimeAnimatorController);
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bps.OnSpriteClicked += mBattlePlayerControls.NotifyParticipantSpriteClicked;
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hero.OnHit += bps.NotifyHit;
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hero.OnDeath += bps.NotifyDeath;
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HeroInfoUI heroUI = (HeroInfoUI) Instantiate(mHeroUIPrefab.gameObject, mUiCanvas.transform).GetComponent(typeof(HeroInfoUI));
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heroUI.Init(sprite, hero);
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mHeroUIs[hero] = heroUI;
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}
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for (int i = 0; i < monsters.Length; i++) {
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BattleMonster monster = monsters[i];
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GameObject sprite = MonsterDatabase.createMonsterSprite(monster.Id);
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mMonsterSprites[monster] = sprite;
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sprite.name = "Monster" + i + "_Sprite";
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PositionSprite(TeamChoice.Monsters, sprite, i);
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BattleParticipantSprite bps = sprite.AddComponent<BattleParticipantSprite>();
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bps.Init(mBattlePlayerControls, monster, mHitEffectMaterial, mRuntimeAnimatorController);
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bps.OnSpriteClicked += mBattlePlayerControls.NotifyParticipantSpriteClicked;
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monster.OnHit += bps.NotifyHit;
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monster.OnDeath += bps.NotifyDeath;
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HeroInfoUI monsterUI = (HeroInfoUI) Instantiate(mHeroUIPrefab.gameObject, mUiCanvas.transform).GetComponent(typeof(HeroInfoUI));
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monsterUI.Init(sprite, monster);
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mMonsterUIs[monster] = monsterUI;
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}
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}
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private void PositionSprite(TeamChoice team, GameObject sprite, int i) {
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Vector3 pos;
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if (team == TeamChoice.Heroes) {
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pos = new Vector3(-0.8f + -3 + 3 * i, -1.8f, 0);
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} else {
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pos = new Vector3(+0.8f + -3 + 3 * i, 1.2f, 0);
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}
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sprite.transform.position = pos;
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}
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public void PositionHero(BattleHero hero, int i) {
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PositionSprite(TeamChoice.Heroes, mHeroSprites[hero], i);
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}
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public void PositionMonster(BattleMonster monster, int i) {
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PositionSprite(TeamChoice.Monsters, mMonsterSprites[monster], i);
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}
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}
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11
Assets/Battle/BattleSprites.cs.meta
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11
Assets/Battle/BattleSprites.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e14a27496b13a884ba7353e3dbba6ca4
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -4,7 +4,7 @@ using UnityEngine;
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public class BatMonster : BattleMonster
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{
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public BatMonster() {
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public BatMonster() : base(MonsterId.Bat) {
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this.displayName = "Bat";
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this.maxHP = 10;
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}
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@ -4,7 +4,7 @@ using UnityEngine;
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public class GolemMonster : BattleMonster
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{
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public GolemMonster() {
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public GolemMonster() : base(MonsterId.Golem) {
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this.displayName = "Golem";
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this.maxHP = 16;
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}
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3
TODO.txt
3
TODO.txt
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@ -4,6 +4,9 @@ Battle
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- Show on who enemies will use the cards
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- Highlight which card is targeting
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- Allow cancelling targeting
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- Extend BattleState object to contain everything for effect resolver to work
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- Implement a stack/queue to control effects
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- Make battle work with numbers different than 3 vs 3
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Story
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- Make dialogue show letter by letter.
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