C# Generics

Polish
Sascha 2023-05-17 11:27:55 +07:00
parent dfb10e1a38
commit 2e53d9d590
63 changed files with 737 additions and 13933 deletions

@ -64,7 +64,7 @@ namespace Actions {
}
public override EnemyAIAction GetEnemyAIAction(GridPosition gridPosition) {
int targetCountAtGridPosition = Unit.ShootAction.GetTargetCountAtPosition(gridPosition);
int targetCountAtGridPosition = Unit.GetAction<ShootAction>().GetTargetCountAtPosition(gridPosition);
return new(gridPosition, targetCountAtGridPosition * 10);
}
}

@ -90,7 +90,7 @@ namespace Actions {
private void SetSelectedUnit(Unit unit) {
SelectedUnit = unit;
SelectedAction = unit.MoveAction;
SelectedAction = unit.GetAction<MoveAction>();
}
public void SetSelectedAction(BaseAction baseAction) => SelectedAction = baseAction;

@ -91,7 +91,7 @@ namespace Grid {
break;
case ShootAction:
gridVisualType = GridVisualType.Red;
ShowGridPositionRange(selectedUnit.GridPosition, selectedUnit.ShootAction.MaxShootDistance, GridVisualType.RedSoft);
ShowGridPositionRange(selectedUnit.GridPosition, selectedUnit.GetAction<ShootAction>().MaxShootDistance, GridVisualType.RedSoft);
break;
default:
gridVisualType = GridVisualType.White;

@ -9,15 +9,12 @@ public class Unit : MonoBehaviour {
public static event EventHandler OnAnyUnitSpawned;
public static event EventHandler OnAnyUnitDead;
[SerializeField] private bool isEnemy;
public GridPosition GridPosition { get; private set; }
public MoveAction MoveAction { get; private set; }
public SpinAction SpinAction { get; private set; }
public ShootAction ShootAction { get; private set; }
public BaseAction[] BaseActionArray { get; private set; }
public HealthSystem HealthSystem { get; set; }
public HealthSystem HealthSystem { get; private set; }
public int ActionPoints {
get => actionPoints;
@ -29,10 +26,15 @@ public class Unit : MonoBehaviour {
public bool IsEnemy => isEnemy;
public T GetAction<T>() where T : BaseAction {
foreach (BaseAction baseAction in BaseActionArray) {
if (baseAction is T action) return action;
}
return null;
}
private void Awake() {
MoveAction = GetComponent<MoveAction>();
SpinAction = GetComponent<SpinAction>();
ShootAction = GetComponent<ShootAction>();
BaseActionArray = GetComponents<BaseAction>();
HealthSystem = GetComponent<HealthSystem>();
}
@ -48,7 +50,7 @@ public class Unit : MonoBehaviour {
private void HealthSystem_OnDead(object sender, EventArgs e) {
LevelGrid.Instance.RemoveUnitAtGridPosition(GridPosition, this);
Destroy(gameObject);
OnAnyUnitDead?.Invoke(this,EventArgs.Empty);
OnAnyUnitDead?.Invoke(this, EventArgs.Empty);
}
private void Update() {
@ -80,4 +82,4 @@ public class Unit : MonoBehaviour {
public void Damage(int damageAmount) => HealthSystem.Damage(damageAmount);
public Vector3 GetWorldPosition() => transform.position;
}
}

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@ -1,225 +1,184 @@
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