93 lines
2.1 KiB
C#
93 lines
2.1 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class BattleMenu : MonoBehaviour
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{
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private class Player
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{
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public int Health;
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public int Damage;
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public Action UpdateHealth;
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}
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private Player _user;
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private Player _enemy;
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private EnemyAi _enemyLogic;
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private readonly List<Action> _turnOrder = new List<Action>();
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private int _currentTurnIndex = 0;
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public Button attackButton;
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public Text userHealth;
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public Text enemyHealth;
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private void Awake()
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{
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_user = new Player {Health = 10, Damage = 1, UpdateHealth = UpdateUserHealth};
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_enemy = new Player {Health = 10, Damage = 1, UpdateHealth = UpdateEnemyHealth};
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_enemyLogic = new EnemyAi();
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_enemyLogic.AttackCallback += EnemyAttack;
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}
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private void Start()
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{
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attackButton.onClick.AddListener(PlayerAttack);
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_turnOrder.Add(UserTakeTurn);
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_turnOrder.Add(_enemyLogic.TakeTurn);
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_turnOrder[_currentTurnIndex]();
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UpdateUserHealth();
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UpdateEnemyHealth();
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}
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private void UpdateUserHealth()
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{
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userHealth.text = $"Health: {_user.Health}";
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}
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private void UpdateEnemyHealth()
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{
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enemyHealth.text = $"Health: {_enemy.Health}";
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}
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private void FinishTurn()
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{
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_currentTurnIndex = ++_currentTurnIndex % _turnOrder.Count;
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_turnOrder[_currentTurnIndex]();
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}
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private void PlayerAttack()
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{
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Attack(_user, _enemy);
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// TODO: disable hud
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attackButton.interactable = false;
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FinishTurn();
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}
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private void EnemyAttack()
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{
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Attack(_enemy, _user);
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FinishTurn();
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}
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private void UserTakeTurn()
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{
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// TODO: enable hud.
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attackButton.interactable = true;
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}
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private void Attack(Player attacker, Player victim)
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{
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victim.Health -= attacker.Damage;
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victim.UpdateHealth();
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if (victim.Health <= 0)
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{
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Debug.Log("The victim died!");
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}
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}
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}
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