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b/RPG/Assets/Scripts/BattleHUD.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + + +public class BattleHUD : MonoBehaviour +{ + + public Text nameText; + public Text levelText; + public Slider hpSlider; + + public void SetHUD(Unit unit) + { + hpSlider.maxValue = unit.maxHP; + hpSlider.value = unit.currentHP; + } + + public void SetHP(int hp) + { + hpSlider.value = hp; + } +} + diff --git a/RPG/Assets/Scripts/BattleHUD.cs.meta b/RPG/Assets/Scripts/BattleHUD.cs.meta new file mode 100644 index 0000000..a47d2ab --- /dev/null +++ b/RPG/Assets/Scripts/BattleHUD.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 84691306de5c7344babe792bc985732e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/RPG/Assets/Scripts/BattleSystem.cs b/RPG/Assets/Scripts/BattleSystem.cs new file mode 100644 index 0000000..2537b21 --- /dev/null +++ b/RPG/Assets/Scripts/BattleSystem.cs @@ -0,0 +1,156 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + + + +public enum BattleState { START, PLAYERTURN, ENEMYTURN, WON, LOST } +public class BattleSystem : MonoBehaviour +{ + public GameObject playerPrefab; + public GameObject enemyPrefab; + + public Transform playerBattleStation; + public Transform enemyBattleStation; + + Unit playerUnit; + Unit enemyUnit; + + public Text dialogueText; + + public BattleHUD playerHUD; + public BattleHUD enemyHUD; + + public BattleState state; + + void Start() + { + state = BattleState.START; + StartCoroutine(SetupBattle()); + } + + IEnumerator SetupBattle () + { + GameObject playerGO = Instantiate(playerPrefab, playerBattleStation); + playerUnit = playerGO.GetComponent(); + + GameObject enemyGO = Instantiate(enemyPrefab, enemyBattleStation); + enemyUnit = enemyGO.GetComponent(); + + dialogueText.text = "A hostile " + enemyUnit.unitName + " approaches..."; + + playerHUD.SetHUD(playerUnit); + enemyHUD.SetHUD(enemyUnit); + + yield return new WaitForSeconds(2f); + + state = BattleState.PLAYERTURN; + PlayerTurn(); + } + + IEnumerator PlayerAttack() + { + //Damage enemy + bool isDead = enemyUnit.TakeDamage(playerUnit.damage); + enemyHUD.SetHP(enemyUnit.currentHP); + yield return new WaitForSeconds(.01f); + dialogueText.text = "The attack is successful!"; + state = BattleState.ENEMYTURN; + + yield return new WaitForSeconds(2f); + + //check if enemy dead + if (isDead) + { + state = BattleState.WON; + EndBattle(); + } + + else + { + state = BattleState.ENEMYTURN; + StartCoroutine(EnemyTurn()); + } + + } + + IEnumerator EnemyTurn() + { + dialogueText.text = enemyUnit.unitName + "'s turn"; + yield return new WaitForSeconds(1.5f); + + dialogueText.text = enemyUnit.unitName + " attacks!"; + yield return new WaitForSeconds(2f); + + bool isDead = playerUnit.TakeDamage(enemyUnit.damage); + playerHUD.SetHP(playerUnit.currentHP); + + yield return new WaitForSeconds(.5f); + + if (isDead) + { + state = BattleState.LOST; + } + else + { + state = BattleState.PLAYERTURN; + PlayerTurn(); + } + } + + void EndBattle() + { + //change state + if (state == BattleState.WON) + { + dialogueText.text = "You won"; + } + + else if (state == BattleState.LOST) + { + dialogueText.text = "You lost"; + } + + } + + + IEnumerator PlayerTurn() + { + + dialogueText.text = "Choose an action:"; + yield return new WaitForSeconds(.5f); + } + + + IEnumerator PlayerHeal() + { + yield return new WaitForSeconds(.5f); + playerUnit.Heal(5); + playerHUD.SetHP(playerUnit.currentHP); + yield return new WaitForSeconds(.01f); + dialogueText.text = "You feel renewed strength!"; + state = BattleState.ENEMYTURN; + yield return new WaitForSeconds(1f); + StartCoroutine(EnemyTurn()); + + + + + } + public void OnAttackButton() + { + if (state != BattleState.PLAYERTURN) + return; + + StartCoroutine(PlayerAttack()); + } + + public void OnHealButton() + { + if (state != BattleState.PLAYERTURN) + return; + + StartCoroutine(PlayerHeal()); + } +} diff --git a/RPG/Assets/Scripts/BattleSystem.cs.meta b/RPG/Assets/Scripts/BattleSystem.cs.meta new file mode 100644 index 0000000..41b3083 --- /dev/null +++ b/RPG/Assets/Scripts/BattleSystem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3210528623230964c9f47e780b8cf78e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/RPG/Assets/Enemy.prefab.meta b/RPG/Assets/Scripts/Menus.meta similarity index 57% rename from RPG/Assets/Enemy.prefab.meta rename to RPG/Assets/Scripts/Menus.meta index 4b5d92b..40731d4 100644 --- a/RPG/Assets/Enemy.prefab.meta +++ b/RPG/Assets/Scripts/Menus.meta @@ -1,6 +1,7 @@ fileFormatVersion: 2 -guid: fe1bb13ef1d99e84fa5ce088cc6a6c76 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a/RPG/Assets/Scripts/Unit.cs b/RPG/Assets/Scripts/Unit.cs index b65308b..3413fe4 100644 --- a/RPG/Assets/Scripts/Unit.cs +++ b/RPG/Assets/Scripts/Unit.cs @@ -9,7 +9,26 @@ public class Unit : MonoBehaviour public int unitLevel; public int damage; + public int damage2; public int maxHP; public int currentHP; + + public bool TakeDamage(int dmg) + { + currentHP -= dmg; + + if (currentHP <= 0) + return true; + + else + return false; + } + + public void Heal(int amount) + { + currentHP += amount; + if (currentHP > maxHP) + currentHP = maxHP; + } }