Iteration 1

have some art, didn't really do much there
I did spend a lot more time on the code, it's more iteresting.
Player is in it's own file.
All Players use the same code.
Refactored how turns are processed.
Added a defend and counter ability, have code for "Blood Counter" that I
might revisit. Want to change defend to a "Holy Shield" and add a magic
ability that is countered by it. This is to stop the counter until you
win strategy.
This commit is contained in:
twig 2021-02-16 21:10:46 -06:00
parent c56a139556
commit b2eb3ca9a5
21 changed files with 3467 additions and 61 deletions

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@ -1,90 +1,143 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BattleMenu : MonoBehaviour
{
private class Player
{
public int Health;
public int Damage;
public Action UpdateHealth;
}
private Player _user;
private Player _enemy;
private EnemyAi _enemyLogic;
private readonly List<Action> _turnOrder = new List<Action>();
private int _currentTurnIndex = 0;
private readonly List<Player> _players = new List<Player>();
private int _currentPlayerIndex;
private Player CurrentPlayer => _players[_currentPlayerIndex];
public Button attackButton;
public Button bloodCounterButton;
public Button counterButton;
public Button defendButton;
public Text userHealth;
public Text enemyHealth;
private void Awake()
{
_user = new Player {Health = 10, Damage = 1, UpdateHealth = UpdateUserHealth};
_enemy = new Player {Health = 10, Damage = 1, UpdateHealth = UpdateEnemyHealth};
_players.Add(new Player {health = 100, damage = 5, updateHealth = UpdateUserHealth, isHumanControlled = true});
_players.Add(new Player {health = 100, damage = 5, updateHealth = UpdateEnemyHealth, isHumanControlled = false});
_enemyLogic = new EnemyAi();
_enemyLogic.AttackCallback += EnemyAttack;
_enemyLogic.attackCallback += Attack;
_enemyLogic.defendCallback += Defend;
_enemyLogic.counterCallback += Counter;
}
private void Start()
{
attackButton.onClick.AddListener(PlayerAttack);
attackButton.onClick.AddListener(Attack);
bloodCounterButton.onClick.AddListener(BloodCounter);
defendButton.onClick.AddListener(Defend);
counterButton.onClick.AddListener(Counter);
_turnOrder.Add(UserTakeTurn);
_turnOrder.Add(_enemyLogic.TakeTurn);
foreach (var player in _players)
{
player.updateHealth(player.health);
}
_turnOrder[_currentTurnIndex]();
UpdateUserHealth();
UpdateEnemyHealth();
Debug.Log(CurrentPlayer.isHumanControlled ? "Start user turn" : "Start enemy turn");
StartTurn();
}
private void UpdateUserHealth()
private void UpdateUserHealth(int health)
{
userHealth.text = $"Health: {_user.Health}";
userHealth.text = $"Health: {health}";
}
private void UpdateEnemyHealth()
private void UpdateEnemyHealth(int health)
{
enemyHealth.text = $"Health: {_enemy.Health}";
enemyHealth.text = $"Health: {health}";
}
private void FinishTurn()
{
_currentTurnIndex = ++_currentTurnIndex % _turnOrder.Count;
_turnOrder[_currentTurnIndex]();
}
private void PlayerAttack()
{
Attack(_user, _enemy);
// TODO: disable hud
attackButton.interactable = false;
attackButton.interactable = !CurrentPlayer.isHumanControlled;
bloodCounterButton.interactable = !CurrentPlayer.isHumanControlled;
defendButton.interactable = !CurrentPlayer.isHumanControlled;
counterButton.interactable = !CurrentPlayer.isHumanControlled;
_currentPlayerIndex = ++_currentPlayerIndex % _players.Count;
StartTurn();
}
private void Attack()
{
// TODO: when target selection is a thing this will need to be changed.
var victimIndex = (_currentPlayerIndex + 1) % _players.Count;
Attack(CurrentPlayer, _players[victimIndex]);
FinishTurn();
}
private void EnemyAttack()
private void BloodCounter()
{
Attack(_enemy, _user);
CurrentPlayer.isBloodCounter = true;
FinishTurn();
}
private void UserTakeTurn()
private void Defend()
{
CurrentPlayer.damageReduction = 0.4f;
CurrentPlayer.startTurnEffects = ResetDamageReduction;
FinishTurn();
}
private void Counter()
{
CurrentPlayer.isCounter = true;
FinishTurn();
}
private void StartTurn()
{
CurrentPlayer.isCounter = false;
if (CurrentPlayer.isStunned)
{
Debug.Log("stunned, skipping turn");
CurrentPlayer.isStunned = false;
FinishTurn();
return;
}
// TODO: enable hud.
attackButton.interactable = true;
attackButton.interactable = CurrentPlayer.isHumanControlled;
bloodCounterButton.interactable = CurrentPlayer.isHumanControlled;
defendButton.interactable = CurrentPlayer.isHumanControlled;
counterButton.interactable = CurrentPlayer.isHumanControlled;
CurrentPlayer.startTurnEffects?.Invoke(CurrentPlayer);
CurrentPlayer.startTurnEffects = null;
// TODO: controller.
if (!CurrentPlayer.isHumanControlled)
{
_enemyLogic.TakeTurn();
}
}
private void ResetDamageReduction(Player p)
{
p.damageReduction = 1f;
}
private void Attack(Player attacker, Player victim)
{
victim.Health -= attacker.Damage;
victim.UpdateHealth();
if (victim.Health <= 0)
if (victim.isCounter)
{
attacker.isStunned = true;
Debug.Log("COUNTER");
return;
}
victim.TakeDamage((int)(attacker.damage * attacker.damageModification));
// damage mod is spent whenever they attack.
attacker.damageModification = 1;
attacker.isBloodCounter = false;
if (victim.health <= 0)
{
Debug.Log("The victim died!");
}

View File

@ -1,11 +1,39 @@
using System;
using UnityEngine;
using Random = System.Random;
public class EnemyAi
{
public Action AttackCallback;
public Action attackCallback;
public Action defendCallback;
public Action counterCallback;
private Random rng;
public EnemyAi()
{
rng = new Random(1337);
}
// TODO: will need more information, not sure what info should be exposed.
public void TakeTurn()
{
AttackCallback();
var number = rng.Next(1, 4);
Debug.Log($"enemy rolled {number}");
switch (number)
{
case 1:
attackCallback();
break;
case 2:
defendCallback();
break;
case 3:
counterCallback();
break;
default:
Debug.LogWarning($"Enemy rolled something that it can't do {number}");
break;
}
}
}

29
Assets/Scripts/Player.cs Normal file
View File

@ -0,0 +1,29 @@
using System;
public class Player
{
public int health;
public int damage;
public float damageReduction = 1.0f;
public float damageModification = 1.0f;
public bool isBloodCounter;
public bool isCounter;
public bool isStunned;
public bool isHumanControlled;
public Action<int> updateHealth;
public Action<Player> startTurnEffects;
public void TakeDamage(int incomingDamage)
{
var modifiedDamage = (int) (incomingDamage * damageReduction);
// Not sure if blood counter should negate damage or not...
if (isBloodCounter)
{
damageModification += (modifiedDamage * 0.15F);
}
health -= modifiedDamage;
updateHealth(health);
}
}

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using System;
using System.IO;
using System.Linq;
using System.Xml;
using UnityEditor;
using UnityEngine;
public class TextureAtlasSlicer : EditorWindow {
[MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML")]
public static void SliceUsingXML(MenuCommand command) {
var textureImporter = command.context as TextureImporter;
var window = CreateInstance<TextureAtlasSlicer>();
window.importer = textureImporter;
window.ShowUtility();
}
[MenuItem("Assets/Slice Sprite Using XML")]
public static void TextureAtlasSlicerWindow() {
var window = CreateInstance<TextureAtlasSlicer>();
window.Show();
}
[MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML", true)]
public static bool ValidateSliceUsingXML(MenuCommand command) {
var textureImporter = command.context as TextureImporter;
//valid only if the texture type is 'sprite' or 'advanced'.
return textureImporter && textureImporter.textureType == TextureImporterType.Sprite ||
textureImporter.textureType == TextureImporterType.Default;
}
public TextureImporter importer;
public TextureAtlasSlicer() {
titleContent = new GUIContent("XML Slicer");
}
[SerializeField]
private TextAsset xmlAsset;
public SpriteAlignment spriteAlignment = SpriteAlignment.Center;
public Vector2 customOffset = new Vector2(0.5f, 0.5f);
public void OnSelectionChange() {
UseSelectedTexture();
}
private Texture2D selectedTexture;
private void UseSelectedTexture() {
if (Selection.objects.Length > 1) {
selectedTexture = null;
} else {
selectedTexture = Selection.activeObject as Texture2D;
}
if (selectedTexture != null) {
var assetPath = AssetDatabase.GetAssetPath(selectedTexture);
importer = AssetImporter.GetAtPath(assetPath) as TextureImporter;
if (importer) {
var extension = Path.GetExtension(assetPath);
var pathWithoutExtension = assetPath.Remove(assetPath.Length - extension.Length, extension.Length);
var xmlPath = pathWithoutExtension + ".xml";
var textAsset = AssetDatabase.LoadAssetAtPath(xmlPath, typeof (TextAsset));
if (textAsset != null) {
xmlAsset = textAsset as TextAsset;
} else {
xmlAsset = null;
subTextures = null;
}
ParseXML();
} else {
xmlAsset = null;
subTextures = null;
}
} else {
importer = null;
xmlAsset = null;
subTextures = null;
}
Repaint();
}
private SubTexture[] subTextures;
private int wantedWidth, wantedHeight;
private void ParseXML() {
try {
var document = new XmlDocument();
document.LoadXml(xmlAsset.text);
var root = document.DocumentElement;
if (root == null || root.Name != "TextureAtlas") {
return;
}
subTextures = root.ChildNodes
.Cast<XmlNode>()
.Where(childNode => childNode.Name == "SubTexture")
.Select(childNode => new SubTexture {
width = Convert.ToInt32(childNode.Attributes["width"].Value),
height = Convert.ToInt32(childNode.Attributes["height"].Value),
x = Convert.ToInt32(childNode.Attributes["x"].Value),
y = Convert.ToInt32(childNode.Attributes["y"].Value),
name = childNode.Attributes["name"].Value
}).ToArray();
wantedWidth = 0;
wantedHeight = 0;
foreach (var subTexture in subTextures) {
var right = subTexture.x + subTexture.width;
var bottom = subTexture.y + subTexture.height;
wantedWidth = Mathf.Max(wantedWidth, right);
wantedHeight = Mathf.Max(wantedHeight, bottom);
}
} catch (Exception) {
subTextures = null;
}
}
public void OnEnable() {
UseSelectedTexture();
}
public void OnGUI() {
if (importer == null) {
EditorGUILayout.LabelField("Please select a texture to slice.");
return;
}
EditorGUI.BeginDisabledGroup(focusedWindow != this);
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Texture", Selection.activeObject, typeof (Texture), false);
EditorGUI.EndDisabledGroup();
if (importer.textureType != TextureImporterType.Sprite &&
importer.textureType != TextureImporterType.Default) {
EditorGUILayout.LabelField("The Texture Type needs to be Sprite or Advanced!");
}
EditorGUI.BeginDisabledGroup((importer.textureType != TextureImporterType.Sprite &&
importer.textureType != TextureImporterType.Default));
{
EditorGUI.BeginChangeCheck();
xmlAsset = EditorGUILayout.ObjectField("XML Source", xmlAsset, typeof (TextAsset), false) as TextAsset;
if (EditorGUI.EndChangeCheck()) {
ParseXML();
}
spriteAlignment = (SpriteAlignment) EditorGUILayout.EnumPopup("Pivot", spriteAlignment);
EditorGUI.BeginDisabledGroup(spriteAlignment != SpriteAlignment.Custom);
EditorGUILayout.Vector2Field("Custom Offset", customOffset);
EditorGUI.EndDisabledGroup();
var needsToResizeTexture = wantedWidth > selectedTexture.width || wantedHeight > selectedTexture.height;
if (xmlAsset != null && needsToResizeTexture) {
EditorGUILayout.LabelField(
string.Format("Texture size too small."
+ " It needs to be at least {0} by {1} pixels!",
wantedWidth,
wantedHeight));
EditorGUILayout.LabelField("Try changing the Max Size property in the importer.");
}
if (subTextures == null || subTextures.Length == 0) {
EditorGUILayout.LabelField("Could not find any SubTextures in XML.");
}
EditorGUI.BeginDisabledGroup(xmlAsset == null || needsToResizeTexture || subTextures == null ||
subTextures.Length == 0);
if (GUILayout.Button("Slice")) {
PerformSlice();
}
EditorGUI.EndDisabledGroup();
}
EditorGUI.EndDisabledGroup();
}
EditorGUI.EndDisabledGroup();
}
private struct SubTexture {
public int width;
public int height;
public int x;
public int y;
public string name;
}
private void PerformSlice() {
if (importer == null) {
return;
}
var textureHeight = selectedTexture.height;
var needsUpdate = false;
if (importer.spriteImportMode != SpriteImportMode.Multiple) {
needsUpdate = true;
importer.spriteImportMode = SpriteImportMode.Multiple;
}
var wantedSpriteSheet = (from subTexture in subTextures
let actualY = textureHeight - (subTexture.y + subTexture.height)
select new SpriteMetaData {
alignment = (int) spriteAlignment,
border = new Vector4(),
name = subTexture.name,
pivot = GetPivotValue(spriteAlignment, customOffset),
rect = new Rect(subTexture.x, actualY, subTexture.width, subTexture.height)
}).ToArray();
if (!needsUpdate && !importer.spritesheet.SequenceEqual(wantedSpriteSheet)) {
needsUpdate = true;
importer.spritesheet = wantedSpriteSheet;
}
if (needsUpdate) {
EditorUtility.SetDirty(importer);
try {
AssetDatabase.StartAssetEditing();
AssetDatabase.ImportAsset(importer.assetPath);
EditorUtility.DisplayDialog("Success!", "The sprite was sliced successfully.", "OK");
} catch (Exception exception) {
Debug.LogException(exception);
EditorUtility.DisplayDialog("Error", "There was an exception while trying to reimport the image." +
"\nPlease check the console log for details.", "OK");
} finally {
AssetDatabase.StopAssetEditing();
}
} else {
EditorUtility.DisplayDialog("Nope!", "The sprite is already sliced according to this XML file.", "OK");
}
}
//SpriteEditorUtility
public static Vector2 GetPivotValue(SpriteAlignment alignment, Vector2 customOffset) {
switch (alignment) {
case SpriteAlignment.Center:
return new Vector2(0.5f, 0.5f);
case SpriteAlignment.TopLeft:
return new Vector2(0.0f, 1f);
case SpriteAlignment.TopCenter:
return new Vector2(0.5f, 1f);
case SpriteAlignment.TopRight:
return new Vector2(1f, 1f);
case SpriteAlignment.LeftCenter:
return new Vector2(0.0f, 0.5f);
case SpriteAlignment.RightCenter:
return new Vector2(1f, 0.5f);
case SpriteAlignment.BottomLeft:
return new Vector2(0.0f, 0.0f);
case SpriteAlignment.BottomCenter:
return new Vector2(0.5f, 0.0f);
case SpriteAlignment.BottomRight:
return new Vector2(1f, 0.0f);
case SpriteAlignment.Custom:
return customOffset;
default:
return Vector2.zero;
}
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 2067bd0762faf2c48910fee768c92901
timeCreated: 1430572201
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,17 @@
# Unity3D-TextureAtlasSlicer
Simple and fast tool to import XML spritesheets (TextureAtlas) into Unity3D!
![Preview Image](https://i.imgur.com/LhmcMjX.png)
Works very well to import [Kenney's sprite assets](http://opengameart.org/users/kenney)!
## Usage
- Copy this folder to your project's assets directory, or just use the latest .unitypackage file from the [Github project's releases](https://github.com/toxicFork/Unity3D-TextureAtlasSlicer/releases), or the [Unity3D asset store](https://www.assetstore.unity3d.com/en/#!/content/36103)!
- You can now use the Assets/Slice Sprite Using XML button!
- This will open a window.
- Select any sprite asset in your Project window
- If it has a XML file with the same name next to it, that XML file will automatically be selected
- Otherwise, drag-drop the XML file reference onto the XML Source field in the Texture Atlas Slicer window
- Configure the pivot settings
- Hit Slice!
- Enjoy! :D

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 463e84607d141d645b70834aa062a0d1
timeCreated: 1430859603
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@ -145,7 +145,8 @@ PlayerSettings:
resolutionScalingMode: 0
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier: {}
applicationIdentifier:
Standalone: com.DefaultCompany.prototurnbasedrpg
buildNumber:
Standalone: 0
iPhone: 0

View File

@ -1,2 +1,2 @@
m_EditorVersion: 2020.2.3f1
m_EditorVersionWithRevision: 2020.2.3f1 (8ff31bc5bf5b)
m_EditorVersion: 2020.2.4f1
m_EditorVersionWithRevision: 2020.2.4f1 (becced5a802b)

View File

@ -4,7 +4,7 @@
QualitySettings:
m_ObjectHideFlags: 0
serializedVersion: 5
m_CurrentQuality: 5
m_CurrentQuality: 3
m_QualitySettings:
- serializedVersion: 2
name: Very Low
@ -165,7 +165,7 @@ QualitySettings:
skinWeights: 4
textureQuality: 0
anisotropicTextures: 2
antiAliasing: 2
antiAliasing: 0
softParticles: 1
softVegetation: 1
realtimeReflectionProbes: 1
@ -201,7 +201,7 @@ QualitySettings:
skinWeights: 255
textureQuality: 0
anisotropicTextures: 2
antiAliasing: 2
antiAliasing: 0
softParticles: 1
softVegetation: 1
realtimeReflectionProbes: 1