Extremely basic turn based combat.
Need to add multiple characters. need a way to select a target. need a team concept so you can't target friendlies. need an ability system. need Kenny art
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
		||||
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 | 
			
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 | 
			
		||||
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
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 | 
			
		||||
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 | 
			
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 | 
			
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		||||
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 | 
			
		||||
 | 
			
		||||
# Others
 | 
			
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 | 
			
		||||
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 | 
			
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*~
 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
*.pfx
 | 
			
		||||
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 | 
			
		||||
orleans.codegen.cs
 | 
			
		||||
 | 
			
		||||
# Including strong name files can present a security risk
 | 
			
		||||
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 | 
			
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 | 
			
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 | 
			
		||||
 | 
			
		||||
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 | 
			
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 | 
			
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 | 
			
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# Backup & report files from converting an old project file
 | 
			
		||||
# to a newer Visual Studio version. Backup files are not needed,
 | 
			
		||||
# because we have git ;-)
 | 
			
		||||
_UpgradeReport_Files/
 | 
			
		||||
Backup*/
 | 
			
		||||
UpgradeLog*.XML
 | 
			
		||||
UpgradeLog*.htm
 | 
			
		||||
ServiceFabricBackup/
 | 
			
		||||
*.rptproj.bak
 | 
			
		||||
 | 
			
		||||
# SQL Server files
 | 
			
		||||
*.mdf
 | 
			
		||||
*.ldf
 | 
			
		||||
*.ndf
 | 
			
		||||
 | 
			
		||||
# Business Intelligence projects
 | 
			
		||||
*.rdl.data
 | 
			
		||||
*.bim.layout
 | 
			
		||||
*.bim_*.settings
 | 
			
		||||
*.rptproj.rsuser
 | 
			
		||||
*- [Bb]ackup.rdl
 | 
			
		||||
*- [Bb]ackup ([0-9]).rdl
 | 
			
		||||
*- [Bb]ackup ([0-9][0-9]).rdl
 | 
			
		||||
 | 
			
		||||
# Microsoft Fakes
 | 
			
		||||
FakesAssemblies/
 | 
			
		||||
 | 
			
		||||
# GhostDoc plugin setting file
 | 
			
		||||
*.GhostDoc.xml
 | 
			
		||||
 | 
			
		||||
# Node.js Tools for Visual Studio
 | 
			
		||||
.ntvs_analysis.dat
 | 
			
		||||
node_modules/
 | 
			
		||||
 | 
			
		||||
# Visual Studio 6 build log
 | 
			
		||||
*.plg
 | 
			
		||||
 | 
			
		||||
# Visual Studio 6 workspace options file
 | 
			
		||||
*.opt
 | 
			
		||||
 | 
			
		||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
 | 
			
		||||
*.vbw
 | 
			
		||||
 | 
			
		||||
# Visual Studio LightSwitch build output
 | 
			
		||||
**/*.HTMLClient/GeneratedArtifacts
 | 
			
		||||
**/*.DesktopClient/GeneratedArtifacts
 | 
			
		||||
**/*.DesktopClient/ModelManifest.xml
 | 
			
		||||
**/*.Server/GeneratedArtifacts
 | 
			
		||||
**/*.Server/ModelManifest.xml
 | 
			
		||||
_Pvt_Extensions
 | 
			
		||||
 | 
			
		||||
# Paket dependency manager
 | 
			
		||||
.paket/paket.exe
 | 
			
		||||
paket-files/
 | 
			
		||||
 | 
			
		||||
# FAKE - F# Make
 | 
			
		||||
.fake/
 | 
			
		||||
 | 
			
		||||
# CodeRush personal settings
 | 
			
		||||
.cr/personal
 | 
			
		||||
 | 
			
		||||
# Python Tools for Visual Studio (PTVS)
 | 
			
		||||
__pycache__/
 | 
			
		||||
*.pyc
 | 
			
		||||
 | 
			
		||||
# Cake - Uncomment if you are using it
 | 
			
		||||
# tools/**
 | 
			
		||||
# !tools/packages.config
 | 
			
		||||
 | 
			
		||||
# Tabs Studio
 | 
			
		||||
*.tss
 | 
			
		||||
 | 
			
		||||
# Telerik's JustMock configuration file
 | 
			
		||||
*.jmconfig
 | 
			
		||||
 | 
			
		||||
# BizTalk build output
 | 
			
		||||
*.btp.cs
 | 
			
		||||
*.btm.cs
 | 
			
		||||
*.odx.cs
 | 
			
		||||
*.xsd.cs
 | 
			
		||||
 | 
			
		||||
# OpenCover UI analysis results
 | 
			
		||||
OpenCover/
 | 
			
		||||
 | 
			
		||||
# Azure Stream Analytics local run output
 | 
			
		||||
ASALocalRun/
 | 
			
		||||
 | 
			
		||||
# MSBuild Binary and Structured Log
 | 
			
		||||
*.binlog
 | 
			
		||||
 | 
			
		||||
# NVidia Nsight GPU debugger configuration file
 | 
			
		||||
*.nvuser
 | 
			
		||||
 | 
			
		||||
# MFractors (Xamarin productivity tool) working folder
 | 
			
		||||
.mfractor/
 | 
			
		||||
 | 
			
		||||
# Local History for Visual Studio
 | 
			
		||||
.localhistory/
 | 
			
		||||
 | 
			
		||||
# BeatPulse healthcheck temp database
 | 
			
		||||
healthchecksdb
 | 
			
		||||
 | 
			
		||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
 | 
			
		||||
MigrationBackup/
 | 
			
		||||
 | 
			
		||||
# Ionide (cross platform F# VS Code tools) working folder
 | 
			
		||||
.ionide/
 | 
			
		||||
 | 
			
		||||
# End of https://www.toptal.com/developers/gitignore/api/unity,rider,visualstudio,visualstudiocode,osx,windows
 | 
			
		||||
| 
						 | 
				
			
			@ -0,0 +1,13 @@
 | 
			
		|||
# Default ignored files
 | 
			
		||||
/shelf/
 | 
			
		||||
/workspace.xml
 | 
			
		||||
# Rider ignored files
 | 
			
		||||
/contentModel.xml
 | 
			
		||||
/modules.xml
 | 
			
		||||
/projectSettingsUpdater.xml
 | 
			
		||||
/.idea.proto_turn_based_rpg.iml
 | 
			
		||||
# Datasource local storage ignored files
 | 
			
		||||
/../../../../../../../../:\Code\cs\Unity\proto_turn_based_rpg\.idea\.idea.proto_turn_based_rpg\.idea/dataSources/
 | 
			
		||||
/dataSources.local.xml
 | 
			
		||||
# Editor-based HTTP Client requests
 | 
			
		||||
/httpRequests/
 | 
			
		||||
| 
						 | 
				
			
			@ -0,0 +1,4 @@
 | 
			
		|||
<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
 | 
			
		||||
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		||||
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 | 
			
		||||
| 
						 | 
				
			
			@ -0,0 +1,33 @@
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<?xml version="1.0" encoding="UTF-8"?>
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 | 
			
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 | 
			
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
      <Path>Library/PackageCache/com.unity.timeline@1.4.5</Path>
 | 
			
		||||
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 | 
			
		||||
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 | 
			
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 | 
			
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
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 | 
			
		||||
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 | 
			
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| 
						 | 
				
			
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						 | 
				
			
			@ -0,0 +1,92 @@
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		|||
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;
 | 
			
		||||
    
 | 
			
		||||
    public Button attackButton;
 | 
			
		||||
    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};
 | 
			
		||||
        _enemyLogic = new EnemyAi();
 | 
			
		||||
        _enemyLogic.AttackCallback += EnemyAttack;
 | 
			
		||||
    }
 | 
			
		||||
    
 | 
			
		||||
    private void Start()
 | 
			
		||||
    {
 | 
			
		||||
        attackButton.onClick.AddListener(PlayerAttack);
 | 
			
		||||
        
 | 
			
		||||
        _turnOrder.Add(UserTakeTurn);
 | 
			
		||||
        _turnOrder.Add(_enemyLogic.TakeTurn);
 | 
			
		||||
 | 
			
		||||
        _turnOrder[_currentTurnIndex]();
 | 
			
		||||
        
 | 
			
		||||
        UpdateUserHealth();
 | 
			
		||||
        UpdateEnemyHealth();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void UpdateUserHealth()
 | 
			
		||||
    {
 | 
			
		||||
        userHealth.text = $"Health: {_user.Health}";
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void UpdateEnemyHealth()
 | 
			
		||||
    {
 | 
			
		||||
        enemyHealth.text = $"Health: {_enemy.Health}";
 | 
			
		||||
    }
 | 
			
		||||
    
 | 
			
		||||
    private void FinishTurn()
 | 
			
		||||
    {
 | 
			
		||||
        _currentTurnIndex = ++_currentTurnIndex % _turnOrder.Count;
 | 
			
		||||
        _turnOrder[_currentTurnIndex]();
 | 
			
		||||
    }
 | 
			
		||||
    
 | 
			
		||||
    private void PlayerAttack()
 | 
			
		||||
    {
 | 
			
		||||
        Attack(_user, _enemy);
 | 
			
		||||
        // TODO: disable hud
 | 
			
		||||
        attackButton.interactable = false;
 | 
			
		||||
        FinishTurn();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void EnemyAttack()
 | 
			
		||||
    {
 | 
			
		||||
        Attack(_enemy, _user);
 | 
			
		||||
        FinishTurn();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void UserTakeTurn()
 | 
			
		||||
    {
 | 
			
		||||
        // TODO: enable hud.
 | 
			
		||||
        attackButton.interactable = true;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void Attack(Player attacker, Player victim)
 | 
			
		||||
    {
 | 
			
		||||
        victim.Health -= attacker.Damage;
 | 
			
		||||
        victim.UpdateHealth();
 | 
			
		||||
        if (victim.Health <= 0)
 | 
			
		||||
        {
 | 
			
		||||
            Debug.Log("The victim died!");
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
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						 | 
				
			
			@ -0,0 +1,11 @@
 | 
			
		|||
using System;
 | 
			
		||||
 | 
			
		||||
public class EnemyAi
 | 
			
		||||
{
 | 
			
		||||
    public Action AttackCallback;
 | 
			
		||||
    
 | 
			
		||||
    public void TakeTurn()
 | 
			
		||||
    {
 | 
			
		||||
        AttackCallback();
 | 
			
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}
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		Loading…
	
		Reference in New Issue