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First commit

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Steffo 2018-09-27 00:38:49 +02:00
commit 08b0ff61ef
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## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
*.physicsMaterial2D merge=unityyamlmerge eol=lf
*.physicsMaterial merge=unityyamlmerge eol=lf
*.asset merge=unityyamlmerge eol=lf
*.meta merge=unityyamlmerge eol=lf
*.controller merge=unityyamlmerge eol=lf
## git-lfs ##
#Image
*.jpg filter=lfs diff=lfs merge=lfs -text
*.jpeg filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.gif filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.ai filter=lfs diff=lfs merge=lfs -text
#Audio
*.mp3 filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
*.ogg filter=lfs diff=lfs merge=lfs -text
#Video
*.mp4 filter=lfs diff=lfs merge=lfs -text
*.mov filter=lfs diff=lfs merge=lfs -text
#3D Object
*.FBX filter=lfs diff=lfs merge=lfs -text
*.fbx filter=lfs diff=lfs merge=lfs -text
*.blend filter=lfs diff=lfs merge=lfs -text
*.obj filter=lfs diff=lfs merge=lfs -text
#ETC
*.a filter=lfs diff=lfs merge=lfs -text
*.exr filter=lfs diff=lfs merge=lfs -text
*.tga filter=lfs diff=lfs merge=lfs -text
*.pdf filter=lfs diff=lfs merge=lfs -text
*.zip filter=lfs diff=lfs merge=lfs -text
*.dll filter=lfs diff=lfs merge=lfs -text
*.unitypackage filter=lfs diff=lfs merge=lfs -text
*.aif filter=lfs diff=lfs merge=lfs -text
*.ttf filter=lfs diff=lfs merge=lfs -text
*.rns filter=lfs diff=lfs merge=lfs -text
*.reason filter=lfs diff=lfs merge=lfs -text
*.lxo filter=lfs diff=lfs merge=lfs -text

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[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
Assets/AssetStoreTools*
# Visual Studio cache directory
.vs/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.opendb
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
# Unity3D Generated File On Crash Reports
sysinfo.txt
# Builds
*.apk
*.unitypackage

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using UnityEngine;
public class GemPosition : GenericPosition
{
public override MapPosition Position
{
get
{
return Position;
}
set
{
if (Debug.isDebugBuild)
{
//Check if the tile is in the expected position
Vector3 expectedPosition = new Vector3(Position.x + 0.5f, Position.y + 0.5f);
if (transform.position != expectedPosition)
{
Debug.LogWarningFormat("{0}'s GemPosition is mismatched with its transform position.", gameObject.name);
}
}
Position = value;
}
}
}

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using UnityEngine;
public class GenericPosition : MonoBehaviour
{
public virtual MapPosition Position { get; set; }
}

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using UnityEngine;
public class TilePosition : GenericPosition
{
public override MapPosition Position
{
get
{
return Position;
}
set
{
if (Debug.isDebugBuild)
{
//Check if the tile is in the expected position
Vector3 expectedPosition = new Vector3(Position.x, Position.y);
if (transform.position != expectedPosition)
{
Debug.LogWarningFormat("{0}'s TilePosition is mismatched with its transform position.", gameObject.name);
}
}
Position = value;
}
}
}

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using UnityEngine;
using System;
public class UnitPosition : GenericPosition
{
public override MapPosition Position { get; set; }
void JumpTo(MapPosition position)
{
this.Position = position;
}
void StepTo(MapPosition position)
{
if(!position.IsAdjacent(this.Position))
{
throw new Exception("The new position is not adjacent to the current position");
}
this.Position = position;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Unit : MonoBehaviour
{
private UnitPosition position;
private UnitHealth health;
private UnitStats stats;
private List<GenericEffect> activeEffects;
void Start()
{
position = GetComponent<UnitPosition>();
health = GetComponent<UnitHealth>();
stats = GetComponent<UnitStats>();
}
public void Heal(int amount)
{
activeEffects.ForEach(delegate (GenericEffect effect) { effect.BeforeHeal(this, amount); });
if (health != null)
{
health.Heal(amount);
}
activeEffects.ForEach(delegate (GenericEffect effect) { effect.AfterHeal(this, amount); });
}
void Damage(int amount)
{
activeEffects.ForEach(delegate (GenericEffect effect) { effect.BeforeDamage(this, amount); });
if (health != null)
{
health.Damage(amount);
if (health.currentHealth == 0)
{
Die();
}
}
activeEffects.ForEach(delegate (GenericEffect effect) { effect.AfterDamage(this, amount); });
}
void Die()
{
bool deathPrevented = activeEffects.TrueForAll(delegate (GenericEffect effect) { return effect.BeforeDeath(this); });
if(deathPrevented)
{
if(health.currentHealth <= 0)
{
health.currentHealth = 1;
}
return;
}
//Die. For real.
}
void ApplyNewEffect(GenericEffect newEffect)
{
activeEffects.ForEach(delegate (GenericEffect existingEffect) { existingEffect.BeforeNewEffect(this, newEffect); });
activeEffects.Add(newEffect);
activeEffects.ForEach(delegate (GenericEffect existingEffect) { existingEffect.AfterNewEffect(this, newEffect); });
}
}

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using UnityEngine;
public class UnitHealth : MonoBehaviour
{
public int currentHealth;
public int maximumHealth = 10;
void Start()
{
currentHealth = maximumHealth;
}
public void Damage(int amount)
{
//Negative damage doesn't exist
if(amount <= 0)
{
return;
}
//Damage the unit
currentHealth -= amount;
//Do not go beyond zero
if(currentHealth < 0)
{
currentHealth = 0;
}
}
public void Heal(int amount)
{
currentHealth += amount;
//Positive healing
if (amount >= 0)
{
if(currentHealth > maximumHealth)
{
currentHealth = maximumHealth;
}
}
//Negative healing: non-lethal!
else
{
//Prevent lethal damage
if(currentHealth <= 0)
{
currentHealth = 1;
}
}
}
}

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using UnityEngine;
public class UnitRendering : MonoBehaviour
{
private SpriteRenderer spriteRenderer;
private Animator animator;
void Start()
{
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
if(spriteRenderer == null)
{
Debug.LogError("Missing spriteRenderer on rendered unit");
}
if(animator == null)
{
Debug.LogError("Missiong animator on rendered unit");
}
}
}

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using UnityEngine;
public class UnitStats : MonoBehaviour
{
public UnitStat attack;
public UnitStat defense;
public UnitStat skill;
public UnitStat evasion;
public UnitStat speed;
}

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using UnityEngine;
public abstract class GenericEffect : MonoBehaviour
{
//Duration doesn't decrease automatically
private int duration;
public void SetDuration(int value, Unit self = null)
{
bool firstApplication = (self == null);
duration = value;
if(firstApplication && self != null)
{
OnApply(self);
}
}
public void ChangeDuration(int value, Unit self = null)
{
duration += value;
if(value < 0 && duration <= 0)
{
OnExpire(self);
}
}
public virtual void OnApply(Unit self) { }
public virtual void OnExpire(Unit self) { Destroy(this); } //The effect should remove itself when the duration ends
public virtual void OnTurnStart(Unit self) { }
public virtual void OnTurnEnd(Unit self) { }
public virtual void BeforeAttack(Unit self) { }
public virtual void AfterAttack(Unit self) { }
public virtual bool BeforeDeath(Unit self) { return true; } //Returns false if the effect prevented the death of the unit
public virtual void BeforeStep(Unit self) { }
public virtual void AfterStep(Unit self) { }
public virtual void BeforeMove(Unit self) { }
public virtual void AfterMove(Unit self) { }
public virtual void BeforeDamage(Unit self, int damageAmount) { }
public virtual void AfterDamage(Unit self, int damageAmount) { }
public virtual void BeforeHeal(Unit self, int healAmount) { }
public virtual void AfterHeal(Unit self, int healAmount) { }
public virtual void BeforeNewEffect(Unit self, GenericEffect effect) { }
public virtual void AfterNewEffect(Unit self, GenericEffect effect) { }
}

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using UnityEngine;
[System.Serializable]
public class MapPosition : System.Object
{
public readonly int x;
public readonly int y;
public MapPosition(int x, int y)
{
this.x = x;
this.y = y;
}
public int Distance(MapPosition other)
{
return (Mathf.Abs(x - other.x) + Mathf.Abs(y - other.y));
}
public bool IsAdjacent(MapPosition other)
{
return (Distance(other) == 1);
}
}

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using UnityEngine;
using System;
using System.Collections.Generic;
[System.Serializable]
class Order : System.Object
{
public List<MapPosition> steps;
public Order(MapPosition start)
{
steps.Add(start);
}
public void AddStep(MapPosition newStep)
{
MapPosition lastStep = steps[steps.Count - 1];
if(!newStep.IsAdjacent(lastStep))
{
throw new Exception("newStep is not adjacent to the lastStep");
}
steps.Add(newStep);
}
public void CancelLastStep()
{
if(steps.Count < 2)
{
throw new Exception("Can't remove the first step");
}
steps.RemoveAt(steps.Count - 1);
}
}

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using UnityEngine;
[System.Serializable]
public class UnitStat : System.Object
{
public int currentValue;
public int minimumValue;
public int maximumValue;
public readonly int startingValue;
public UnitStat(int startingValue, int minimumValue, int maximumValue)
{
this.startingValue = startingValue;
this.minimumValue = minimumValue;
this.maximumValue = maximumValue;
currentValue = startingValue;
}
public void RelativeChange(int relativeValue)
{
currentValue = Mathf.Clamp(currentValue + relativeValue, minimumValue, maximumValue);
}
public void AbsoluteChange(int absoluteValue)
{
currentValue = Mathf.Clamp(absoluteValue, minimumValue, maximumValue);
}
}

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