Submissions from 2017-10-19 to 2017-10-20 (2 total)

Started working on my turn system. I had to take a detour to import the Messenger class I've used in every project ever. I also took some time to Google how to make a 'ReadOnly' attribute that allows private fields to show up in the inspector, but not be editable. The answer, as usual, was found on Stack Overflow in the form of a custom property drawer snippet provided by a user. Thanks interwebs!

Anyways, I implemented very bare-bones TurnManager and TurnTaker classes. I'm really not very happy with the manager; it's full of state variables and relies mainly on a coroutine to sequentially wait for every TurnTaker each turn. I will probably end up refactoring the whole thing.

Anyways, I hooked the Players movement logic into its new TurnTaker component, and it works fine. Since the Player is the only TurnTaker implemented, I added an intentional 2 second wait between turns so you can actually see what it looks like:


Every Turn, the TurnManager loops through every TurnTaker, tells it to do its thing, waits for a response, and then continues to the next TurnTaker. When every TurnTaker is done for that global Turn, the turn number is incremented, and the loop starts over. That's the jist of the printouts you're seeing in the Console. It's a start!

Tonight, I made a bomb. Not a fancy throwin' bomb. Or a fancy 'flying through the air' bomb. But, a 'I sit on the ground and blow up when I get shot' bomb. Even better, its explosion blows up enemies around it.

Thanks to the generic 'destructible object' and 'hit' interfaces I've created, it was rather straightforward to tailor the pieces to bring the bomb into this world. Once created, I plopped a few of them in a couple of my level segments and pushed a build to my phone to confirm that, yes indeed, EXPLOSIONS, even ugly looking ones, make everything better.