PO/Assets/Scripts/Enemy/Enemy.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
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using UnityEngine.UI;
public class Enemy : MonoBehaviour
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{
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[SerializeField] private Image enemyStepIcon;
[SerializeField] private Text enemyStepIconText;
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[SerializeField] private List<Sprite> allStepImageIcons = new List<Sprite>();
public EnemyConfig enemyConfig;
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[SerializeField] private Text enemyName;
[SerializeField] private Text enemyMaxHp;
[SerializeField] private Text enemyHp;
[SerializeField] private Slider enemyHealthbar;
[SerializeField] private Image marker;
[SerializeField] private Button buttonInEnemy;
[SerializeField] public int currentPosition;
[Header("For checking. dont touch this")]
[SerializeField] int phaseAttack = 0;
public List<UnityEvent> attackLoop = new List<UnityEvent>();
[SerializeField] private int hp;
[SerializeField] private int localarmor;
[SerializeField] private Image armorIcon;
[SerializeField] private Text armorText;
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public List<string> effectsName = new List<string>();
public List<int> effectsTurns = new List<int>();
public List<int> effectsDamage = new List<int>();
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private void Start()
{
NewInformation();
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UpdateNextStepIconAndText();
}
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public void onClick()
{
DeckManager.main.ActionInEnemy(this);
}
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public void ChangeHp(int damage)
{
if (damage < 0)
{
hp -= damage;
}
else
{
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AddArmor(-damage);
if (localarmor < 0)
{
hp -= Mathf.Abs(localarmor);
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AddArmor(-localarmor);
}
}
if (hp <= 0)
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{
Death();
}
else if (hp > enemyConfig.enemyCharacteristics.maxHp)
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{
hp = enemyConfig.enemyCharacteristics.maxHp;
}
enemyHp.text = hp.ToString();
enemyHealthbar.value = hp;
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}
public void AddArmor(int value)
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{
localarmor += value;
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ReupdateArmorIconAndText();
}
public void NewInformation()
{
Image _image = buttonInEnemy.image;
_image.sprite = enemyConfig.enemyCharacteristics.sprite;
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var _character = enemyConfig.enemyCharacteristics;
enemyName.text = _character.name;
enemyMaxHp.text = _character.maxHp.ToString();
enemyHp.text = _character.maxHp.ToString();
enemyHealthbar.maxValue = _character.maxHp;
enemyHealthbar.value = _character.maxHp;
hp = _character.maxHp;
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AddArmor(_character.armor);
}
public void ReupdateArmorIconAndText()
{
if (localarmor <= 0)
{
armorIcon.enabled = false;
armorText.text = "";
}
else
{
armorIcon.enabled = true;
armorText.text = localarmor.ToString();
}
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}
public void Death()
{
Image _image = buttonInEnemy.image;
_image.sprite = null;
Session.main.EnemyDeath(gameObject);
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}
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public void EffectsBy()
{
for (int i = 0; i < effectsName.Count; i++)
{
if(effectsTurns[i] == 0)
{
effectsName.Remove(effectsName[i]);
effectsTurns.Remove(effectsTurns[i]);
effectsDamage.Remove(effectsDamage[i]);
}
else if(effectsName[i] == "poison")
{
LibraryEffects.main.Poison(gameObject, effectsDamage[i]);
effectsTurns[i] -= 1;
}
}
}
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public void UpdateNextStepIconAndText()
{
int _phase = phaseAttack % attackLoop.Count;
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//Пока всего две фазы атаки пойдет, но надо переписать
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//А вот это тем более
switch(attackLoop[_phase].GetPersistentMethodName(0))
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{
case "Attack":
enemyStepIcon.sprite = allStepImageIcons[0];
enemyStepIconText.text = enemyConfig.enemyCharacteristics.damage.ToString();
break;
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case "HealingSelf":
enemyStepIcon.sprite = allStepImageIcons[1];
enemyStepIconText.text = enemyConfig.enemyCharacteristics.selfHealing.ToString();
break;
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case "HealingAlly":
enemyStepIcon.sprite = allStepImageIcons[2];
enemyStepIconText.text = enemyConfig.enemyCharacteristics.allyHealing.ToString();
break;
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case "HealingAll":
enemyStepIcon.sprite = allStepImageIcons[3];
enemyStepIconText.text = enemyConfig.enemyCharacteristics.allHealing.ToString();
break;
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case "AddArmorSelf":
enemyStepIcon.sprite = allStepImageIcons[4];
enemyStepIconText.text = enemyConfig.enemyCharacteristics.addArmorSelf.ToString();
break;
case "AddArmorAlly":
enemyStepIcon.sprite = allStepImageIcons[4];
enemyStepIconText.text = enemyConfig.enemyCharacteristics.addArmorAlly.ToString();
break;
case "AddArmorAll":
enemyStepIcon.sprite = allStepImageIcons[4];
enemyStepIconText.text = enemyConfig.enemyCharacteristics.addArmorAll.ToString();
break;
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}
}
public void Turn()
{
int _phase = phaseAttack % attackLoop.Count;
attackLoop[_phase]?.Invoke();
phaseAttack++;
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UpdateNextStepIconAndText();
}
public int CheckHp()
{
return hp;
}
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public int CheckArmor()
{
return localarmor;
}
public void OnMarker()
{
marker.enabled = true;
}
public void OffMarker()
{
marker.enabled = false;
}
public bool CheckMarker()
{
return marker.enabled;
}
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}