3,355 Commits over 972 Days - 0.14cph!
Found and fixed bug with AI not always ending their turn
fixed command point bug with combat chains, fixed grabbers
more combat system stuff
hardcoded an idea to test out
More combat system work
Fixed missing animator links on a bunch of unit prefabs
set jenkins Unity version to 2017.1.0f3
updated project settings .Net subset to fix 2017 errors
part one of new CombatAction system for breaking attacks into separate swappable actions.
Broke old actions into seperate actions, Attack.Process now creates a list of CombatActions to be executed
moved the helper functions out of Attack into AttackUtils
Attack.Process() now returns a list of placeholder base CombatAction steps
reorganised combat script folders
wip new combat changes, deleted AttackGrabSO and merged with AttackBasicSO, started working towards component/action based attack setup
removed some duplication functionality across attack defs before starting new combat setup
some combat cleanup, deleted now unused code/files
Temporary fix for recent combat errors
MatchActions now run on client gameinstances too
MatchDefintion settings now get applied on clients too
Added TilesRemoved to board
Fixed tilefall
UnitView quick cleanup, fixed double triggering of hit
combat fixes / rework wip
Fixed some attack issues, fixed grabber not doing damage again.
Started refactoring some attack stuff so we can setup attack behaviour for cooler attack types
Fixed a bunch of local game issues that were breaking AI matches
fixed the Invalid attack cursor offset
merged wip refactor branch and left click controls back to main
AI prefers to target healers
Stopped BLOCKED text incorrectly appearing on 1 dmg attacks (no block now...)
Fixed CastAttackView friendly unit test so it plays the correct buff/dmg effect
placeholder Healer idle anim and state setup
made a shitty placeholder healer attack anim so it at least has something
Added asset store heal particle pack, added healer heal effect.
Added CastAttackView which can do damage or buff effects depending on target.
Friendly range indicators
Hide the keyboard number key on unit portrait when unit dies
Fixed health bars not updating on tile fall death
Added UnitListsEventArgs which is used by the range indicator events. Event how receives a list of friendly buffable units and a list of enemy damagable units
MoveState cleanup, fixed the same bugs AttackState had with cursor logic.
Change heal highlight colour slightly
started some MoveState tidy up
added SupportColour and SupportAreaColour color properties to BoardView for tile highlighting, set better but still placeholder colours.
Fixed the longstanding bug where attack hovering units after a tile or attacking unit doesn't show the attack cursor correctly
Fixed some cursor image logic bugs, support cursor now correctly shows when healing and attack cursor when targetting a friendly unit with an AOE dmg
Fixed a bug where when in attack mode, you were unable to select another unit that had already moved that turn.
More healing/friendly targetting tile highlighting.
Started cleaning up AttackState.cs because
wip tile highlighting for buff/heal of friendly units
Healing tile scoring is now 15 + the amount we could heal for, so more wounded units get priority
AI will heal in some (basic) situations