Bugfixy, odstranění nepoužívaných tříd CameraSystem a ITargetingEnemy, přidání dedikované třídy ReturnToMenuElement, předělání pathfinding algoritmu z DFS na BFS, přesun správy obtížnosti do abstraktní třídy Enemy, přidání scriptů pro kompilaci na aplikaci nevyžadující dotnet
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24 changed files with 258 additions and 138 deletions
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@ -30,6 +30,7 @@ public class GameLogic {
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private static Random random = new();
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private static bool unlimitedPower = false; // Debug
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private static bool noPhases = true; // Debug
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// public const int POWER_MAX = 1000;
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// public static int P1Power{ get; set; } = Power.MAX_POWER_VALUE;
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@ -71,7 +72,8 @@ public class GameLogic {
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Server.SendPacket(new MapInitPacket{Connectors = connectorsConverted, UpsideDown = true, YourTiles = p2Tiles.ToArray(), OpponentTiles = p1Tiles.ToArray(), LitTiles = neutralTiles.ToArray()}, Server.P2.peer);
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spawnOrder = [[new SpotEnemy(3), new MareEnemy(3)], [new DashEnemy(6)], [new LurkEnemy(3), new NekoEnemy(3)]];
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// Enemy test = new SpotEnemy(3);
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Thread.Sleep(3000);
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secondCycleTimer.Start();
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gamePhaseTimer.Start();
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@ -79,12 +81,12 @@ public class GameLogic {
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// EnemyManager.AddEnemy(new SpotEnemy(10)).Spawn(MapManager.Get(12));
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// EnemyManager.AddEnemy(new LurkEnemy(10)).Spawn(MapManager.Get(12));
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// EnemyManager.AddEnemy(new NekoEnemy(10)).Spawn(MapManager.Get(2));
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EnemyManager.AddEnemy(new NekoEnemy(7)).Spawn(MapManager.Get(2));
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// EnemyManager.AddEnemy(new DashEnemy(10)).Spawn(MapManager.Get(12));
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// EnemyManager.AddEnemy(new MareEnemy(10)).Spawn(MapManager.Get(22));
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EnemyManager.AddEnemy(new LurkEnemy(4)).Spawn(MapManager.Get(2));
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EnemyManager.AddEnemy(new NekoEnemy(4)).Spawn(MapManager.Get(22));
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// EnemyManager.AddEnemy(new LurkEnemy(4)).Spawn(MapManager.Get(2));
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// EnemyManager.AddEnemy(new NekoEnemy(4)).Spawn(MapManager.Get(22));
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}
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public static void Update() {
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@ -162,6 +164,8 @@ public class GameLogic {
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}
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private static void NextPhase() {
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if(noPhases) return;
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PhaseCounter++;
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Server.SendUpdateToAll([GameEvent.NEXT_PHASE()]);
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