Basic fighting system
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Camera;
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using Babushka.scripts.CSharp.Common.Util;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public partial class FightInstance : Node2D //TODO: remake
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{
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[Export(PropertyHint.ArrayType)] private Node2D[] _friendlyFightSpots;
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[Export(PropertyHint.ArrayType)] private Node2D[] _enemyFightSpots;
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[Export] public Node2D camPositionNode;
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[Export] private FightStateManager _fightStateManager;
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[Export] private Label _fightEndText;
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[Signal]
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public delegate void FightStartedEventHandler();
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[Signal]
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public delegate void FightEndedEventHandler();
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private List<Fighter> _friendlyFighters = new();
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private List<Fighter> _enemyFighters = new();
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private FightAttack? _stagedAttack = null;
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public override void _Ready()
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{
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//_fightStateManager.CurrentFightState = FightStateManager.FightState.FightStartAnim;
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_fightStateManager.ExitingTransition += from =>
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{
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switch (from)
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{
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case FightStateManager.FightState.None:
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CaptureCamera();
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Show();
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EmitSignalFightStarted();
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break;
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case FightStateManager.FightState.Input:
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HideAttackButtons();
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break;
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case FightStateManager.FightState.InputTargetSelect:
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HideTargetButtons();
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break;
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case FightStateManager.FightState.FriendAttackAnim:
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_stagedAttack = null;
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break;
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case FightStateManager.FightState.PlayerWinAnim:
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case FightStateManager.FightState.EnemyWinAnim:
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_fightEndText.Text = "";
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break;
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}
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};
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_fightStateManager.EnteringTransition += to =>
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{
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switch (to)
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{
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case FightStateManager.FightState.None:
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EmitSignalFightEnded();
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CleanUp();
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Hide();
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ReleaseCamera();
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break;
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case FightStateManager.FightState.Input:
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if (CheckWin())
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{
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break;
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}
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ShowAttackButtons();
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break;
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case FightStateManager.FightState.InputTargetSelect:
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ShowTargetButtons();
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break;
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case FightStateManager.FightState.FriendAttackAnim:
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ExecuteAttack();
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GetTree().CreateTimer(1).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.Enemy;
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break;
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case FightStateManager.FightState.Enemy:
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if (CheckWin())
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{
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break;
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}
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DecideEnemyAttack();
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_fightStateManager.CurrentFightState = FightStateManager.FightState.EnemyAttackAnim;
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break;
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case FightStateManager.FightState.EnemyAttackAnim:
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ExecuteAttack();
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GetTree().CreateTimer(1).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.Input;
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break;
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case FightStateManager.FightState.PlayerWinAnim:
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_fightEndText.Text = "You Win!";
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GetTree().CreateTimer(3).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.None;
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break;
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case FightStateManager.FightState.EnemyWinAnim:
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_fightEndText.Text = "You Died :(";
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GetTree().CreateTimer(3).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.None;
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break;
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}
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};
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}
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private void CleanUp()
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{
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_enemyFighters.ForEach(f => f.QueueFree());
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_friendlyFighters.ForEach(f => f.QueueFree());
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_enemyFighters = new();
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_friendlyFighters = new();
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}
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private void DecideEnemyAttack()
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{
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var aliveEnemyFighters = _enemyFighters.Where(f => !f.IsDead()).ToList();
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var aliveFriendlyFighters = _friendlyFighters.Where(f => !f.IsDead()).ToList();
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if (aliveEnemyFighters.Count <= 0)
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throw new InvalidOperationException("No enemy fighters available for attack.");
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if (aliveFriendlyFighters.Count <= 0)
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throw new InvalidOperationException("No friendly fighters available to target.");
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var fighter = aliveEnemyFighters.Random();
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var target = aliveFriendlyFighters.Random();
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_stagedAttack = new FightAttack
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{
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attacker = fighter!,
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needsSelectedTarget = true,
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damage = fighter!.attackStrength,
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target = target!
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};
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}
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private void ExecuteAttack()
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{
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if (_stagedAttack == null)
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throw new InvalidOperationException("No staged attack to execute.");
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if (!_stagedAttack.needsSelectedTarget)
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throw new NotImplementedException("Non-targeted attacks are not implemented yet.");
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if (_stagedAttack.needsSelectedTarget && _stagedAttack.target == null)
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throw new InvalidOperationException("No target selected for the staged attack.");
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_stagedAttack.target!.Health -= _stagedAttack.damage;
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_stagedAttack.attacker.AttackAnimation(_stagedAttack);
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UpdateHealthVisual();
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}
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private void UpdateHealthVisual()
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{
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_friendlyFighters
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.Concat(_enemyFighters)
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.ForEach(f => f.UpdateHealthVisual());
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}
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private void ReleaseCamera()
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{
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CameraController.Instance.fightToShow = null;
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}
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private void CaptureCamera()
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{
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CameraController.Instance.fightToShow = this;
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}
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public void Start(FightParty fightParty, PackedScene?[] enemies)
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{
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if (_fightStateManager.IsRunning())
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{
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GD.PushWarning("Can not start a running fight");
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return;
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}
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if (fightParty.vesna)
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{
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InstantiateFighter(_friendlyFightSpots[1], FightManager.Instance.fightingVesnaScene);
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}
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for (var i = 0; i < Math.Min(_enemyFightSpots.Length, enemies.Length); i++)
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{
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var enemy = enemies[i];
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if (enemy == null)
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continue;
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InstantiateFighter(_enemyFightSpots[i], enemy, true);
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}
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_fightStateManager.ToStartAnim();
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}
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private void InstantiateFighter(Node2D parent, PackedScene fighterScene, bool isEnemy = false)
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{
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var fighter = fighterScene.Instantiate<Fighter>();
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fighter.fightInstance = this;
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parent.AddChild(fighter);
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if (isEnemy)
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{
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_enemyFighters.Add(fighter);
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}
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else
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{
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_friendlyFighters.Add(fighter);
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}
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}
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public void SelectAttack(Fighter fighter)
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{
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_stagedAttack = new FightAttack
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{
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attacker = fighter,
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damage = fighter.attackStrength,
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needsSelectedTarget = true
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};
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if (_stagedAttack.needsSelectedTarget)
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{
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_fightStateManager.CurrentFightState = FightStateManager.FightState.InputTargetSelect;
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}
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else
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{
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_fightStateManager.CurrentFightState = FightStateManager.FightState.FriendAttackAnim;
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}
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}
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private void HideAttackButtons()
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{
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_friendlyFighters.ForEach(f => f.HideAttackButton());
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}
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private void ShowAttackButtons()
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{
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_friendlyFighters.ForEach(f => f.ShowAttackButton());
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}
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private void HideTargetButtons()
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{
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_enemyFighters.ForEach(f => f.HideTargetButtons());
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}
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private void ShowTargetButtons()
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{
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_enemyFighters.ForEach(f => f.ShowTargetButtons());
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}
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public void SelectTargetAndAttack(Fighter fighter)
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{
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if (_stagedAttack == null)
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throw new InvalidOperationException("No staged attack to select target for.");
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_stagedAttack.target = fighter;
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_fightStateManager.CurrentFightState = FightStateManager.FightState.FriendAttackAnim;
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}
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public bool CheckWin()
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{
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if (_enemyFighters.All(f => f.IsDead()))
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{
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_fightStateManager.CurrentFightState = FightStateManager.FightState.PlayerWinAnim;
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return true;
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}
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if (_friendlyFighters.All(f => f.IsDead()))
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{
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_fightStateManager.CurrentFightState = FightStateManager.FightState.EnemyWinAnim;
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return true;
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}
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return false;
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}
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}
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public class FightAttack
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{
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public int damage;
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public bool needsSelectedTarget;
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public Fighter? target;
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public Fighter attacker;
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}
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