TurnBasedStrategyCourse/Assets/Scripts/Actions/GrenadeAction.cs

50 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using Grid;
using UnityEngine;
namespace Actions {
public class GrenadeAction : BaseAction {
private const int maxThrowDistance = 7;
[SerializeField] private Transform grenadeProjectilePrefab;
protected override void Awake() {
base.Awake();
ActionPointsCost = 2;
ActionName = "Grenade";
}
private void Update() {
if (!IsActive) return;
}
public override void TakeAction(GridPosition gridPosition, Action onActionComplete) {
Transform grenadeProjectileTransform = Instantiate(grenadeProjectilePrefab, Unit.GetWorldPosition(), Quaternion.identity);
grenadeProjectileTransform.GetComponent<GrenadeProjectile>().Setup(gridPosition, OnGrenadeBehaviourComplete);
ActionStart(onActionComplete);
}
public override List<GridPosition> GetValidActionGridPositionList() {
List<GridPosition> validGridPositionList = new();
GridPosition unitGridPosition = Unit.GridPosition;
for (int x = -maxThrowDistance; x <= maxThrowDistance; x++) {
for (int z = -maxThrowDistance; z <= maxThrowDistance; z++) {
GridPosition offsetGridPosition = new(x, z, 0);
GridPosition testGridPosition = unitGridPosition + offsetGridPosition;
if (!LevelGrid.Instance.IsValidGridPosition(testGridPosition)) continue; //Only return valid grid positions
if (Mathf.Abs(x) + Mathf.Abs(z) > maxThrowDistance) continue; //Out of Range
validGridPositionList.Add(testGridPosition);
}
}
return validGridPositionList;
}
protected override EnemyAIAction GetEnemyAIAction(GridPosition gridPosition) => new(gridPosition, 0);
private void OnGrenadeBehaviourComplete() => ActionComplete();
}
}