/** * 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(); } } } }