/**
* Copyright 2019 The Knights Of Unity, created by Piotr Stoch
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.Linq;
using System.Collections.Generic;
using DemoGame.Scripts.Gameplay.Nodes;
using DemoGame.Scripts.Gameplay.Cards;
namespace DemoGame.Scripts.Gameplay.Units
{
///
/// Unit containing some subunits with separate attack values and health
///
public class GroupUnit : Unit
{
///
/// Sum of damage of al subunits
///
public override int Damage { get { return SubUnits.Sum(su => su.Damage); } }
///
/// List of all subunits in unit
///
public List SubUnits;
public override void Init(PlayerColor owner, string ownerId, int id, Node startNode, Card card)
{
if (SubUnits.Count <= 0)
{
Destroy();
}
base.Init(owner, ownerId, id, startNode, card);
foreach (SubUnit subUnit in SubUnits)
{
subUnit.Init(_card);
subUnit.OnDestroyed += RemoveSubUnit;
}
}
public override void TakeDamage(int damage, AttackType attackType)
{
if (attackType == AttackType.Simple)
{
SubUnits[0].TakeDamage(damage);
}
else if (attackType == AttackType.AoE)
{
List temp = new List(SubUnits);
foreach (SubUnit subUnit in temp)
{
subUnit.TakeDamage(damage);
}
}
}
private void RemoveSubUnit(SubUnit subUnit)
{
SubUnits.Remove(subUnit);
if (SubUnits.Count <= 0)
{
Destroy();
}
}
}
}