IEnumerator EnemyTurn()
    {
        dialogText.text = enemyUnit.unitName + " attacks!";

        yield return(new WaitForSeconds(1f));


        //Do damage
        int  damageDone = UnityEngine.Random.Range(1, enemyUnit.damage);
        bool isDead     = playerUnit.TakeDamage(damageDone);

        //Update UI
        playerHUD.SetHP(playerUnit.currentHP);
        dialogText.text = string.Format("You took {0} damage!", damageDone);

        //Pause UI
        yield return(new WaitForSeconds(1f));

        //Handle next state
        if (isDead)
        {
            state = BattleState.LOST;
            EndBattle();
        }
        else
        {
            state = BattleState.PLAYERTURN;
            PlayerTurn();
        }
    }
    IEnumerator EnemyTurn()
    {
        dialogueText.text = enemyUnit.unitName + "'s turn!";


        yield return(new WaitForSeconds(2f));

        dialogueText.text = enemyUnit.unitName + " attacks!";

        yield return(new WaitForSeconds(1f));

        bool isDead = playerUnit.TakeDamage(enemyUnit.damage);

        playerHUD.SetHP(playerUnit);

        yield return(new WaitForSeconds(1f));

        if (isDead)
        {
            state = BattleState.LOST;
            StartCoroutine(EndBattle());
        }
        else
        {
            state = BattleState.PLAYERTURN;
            PlayerTurn();
        }
    }
Beispiel #3
0
    IEnumerator SetUpBattle(int battleNum)
    {
        playerHUD.SetHUD(player);
        playerHUD.SetHP(player.currentHP);

        int enemyAmount = battleSequences[battleNum].enemyUnits.Length;

        enemyAmountThisRound = enemyAmount;
        for (int i = 0; i < enemyAmount; i++)
        {
            GameObject go = Instantiate(battleSequences[battleNum].enemyUnits[i], transform);
            enemyHUD[i].gameObject.SetActive(true);
            enemyHUD[i].SetHUD(go.GetComponent <Unit>());
            enemyHUD[i].SetHP(enemyHUD[i].enemyUnit.maxHP);
        }



        dialogText.text = battleSequences[battleNum].battleDescription;

        yield return(new WaitForSeconds(3f));

        state = BattleState.PlayerTurn;
        PlayerTurn();
    }
Beispiel #4
0
    IEnumerator EnemyTurn()
    {
        bool isDead;

        EnemyChance();
        if (playerUnit.blocking == false)
        {
            isDead = playerUnit.TakeDamage(enemyUnit.damage);
            playerHUD.SetHP(playerUnit.currentHP);
            dialogueText.text = "Your blow has landed" + enemyUnit.unitName;
        }
        else
        {
            isDead = playerUnit.isBlocking(enemyUnit.damage, playerUnit.block);
            playerHUD.SetHP(playerUnit.currentHP);
            dialogueText.text   = "your blow has been blocked" + enemyUnit.unitName;
            playerUnit.blocking = false;
        }

        yield return(new WaitForSeconds(2f));

        if (isDead)
        {
            //End the battle
            state = BattleState.WON;
            EndBattle();
        }
        else
        {
            //Player Turn
            state = BattleState.PLAYERTURN;
            PlayerTurn();
        }
    }
Beispiel #5
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    IEnumerator PlayerAttack()
    {
        //MakeSelection();

        bool isDead = enemy1Unit.TakeDamage(player1Unit.data.damage);

        enemyHUD.SetHP(enemy1Unit.data.currentHP);
        Debug.Log("Attack successful against " + enemy1Unit);

        // Hide the player Actions options after selection is made
        playerHUD.DisableActions(playerHUD);

        yield return(new WaitForSeconds(2f));

        if (isDead)
        {
            state = BattleState.WON;
            EndBattle();
        }
        else
        {
            state = BattleState.ENEMYTURN;
            EnemyTurn();
        }
    }
Beispiel #6
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    void EnemyAttack()
    {
        enemyAttack.Attack();
        enemyUnit.TakeDamage(playerUnit.damage);

        enemyHUD.SetHP(enemyUnit.currentHP);
    }
Beispiel #7
0
    IEnumerator PlayerHeal()
    {
        buttons.SetActive(false);

        if (PlayerUnit.CurrentHP < PlayerUnit.MaxHP)
        {
            DialogueText.text = "You Have Recovered Energy!";
            PlayerAnim.SetBool("PlayerHeals", true);
            Instantiate(HealEffect, PlayerEffectSpawnPoint.transform.position, Quaternion.identity);
        }
        else
        {
            DialogueText.text = "You Are Already Fully Healed.";
        }

        yield return(new WaitForSeconds(4f));

        PlayerUnit.Heal(45);
        PlayerHUD.SetHP(PlayerUnit.CurrentHP);

        yield return(new WaitForSeconds(3f));

        state = BattleState.ENEMYTURN;
        StartCoroutine(EnemyTurn());
    }
    IEnumerator EnemyTurn()
    {
        state = BattleState.ENEMYTURN;
        while (state == BattleState.ENEMYTURN)
        {
            audioPlayer.PlayOneShot(attack);
            GameObject.FindObjectOfType <ShakeBehavior>().TriggerShake();

            isDoingSomething  = true;
            dialogueText.text = enemyUnit.unitName + " attacks!";

            yield return(new WaitForSeconds(0.5f));

            bool isDead = playerUnit.TakeDamage(enemyUnit.damage);
            playerHUD.SetHP(playerUnit.currentHP);

            if (isDead)
            {
                state = BattleState.LOST;
                EndBattle();
            }
            else
            {
                state = BattleState.PLAYERTURN;
                PlayerTurn();
            }
        }
    }
Beispiel #9
0
    IEnumerator EnemyTurn()
    {
        dialogueText.text = enemyUnit.unitName + " attacks!";

        flowchart.ExecuteBlock("PunchPlayer");

        yield return(new WaitForSeconds(1f));

        dialogueText.text = "The attack lands feebly.";

        bool isDead = playerUnit.TakeDamage(enemyUnit.damage);

        playerHUD.SetHP(playerUnit.currentHP);

        yield return(new WaitForSeconds(1f));

        if (isDead)
        {
            state = BattleState.LOST;
            EndBattle();
        }
        else
        {
            state = BattleState.PLAYERTURN;
            PlayerTurn();
        }
    }
Beispiel #10
0
    IEnumerator PlayerAttack()
    {
        bool isDead = enemyUnit.currentHp <= 0;

        StartCoroutine(HitChance());
        PlayerView();
        //bool isDead = enemyUnit.TakeDamage(playerUnit.damage);
        Instantiate(AtkName, playerUnit.transform);
        //atkNameText.text = "Attack";

        playerUnit.anim.SetTrigger("Attack");
        enemyUnit.anim.SetTrigger("Hurt");
        enemyHUD.SetHP(enemyUnit.currentHp);

        skillMenu.SetActive(false);

        yield return(new WaitForSeconds(3f));



        if (isDead)
        {
            StopAllCoroutines();
            state = BattleState.WON;
            StartCoroutine(EndBattle());
            enemyUnit.GiveExperience(10);
        }
        else
        {
            state = BattleState.ENEMYTURN;
            StartCoroutine(EnemyTurn());
            EnemyView();
        }
    }
Beispiel #11
0
    IEnumerator EnemyTurn()
    {
        dialogueText.text = enemyUnit.unitName + " atacó!";

        enemySound.Play();

        yield return(new WaitForSeconds(0.5f));

        bool isDead = playerUnit.TakeDamage(enemyUnit.damage);

        playerHUD.SetHP(playerUnit.currentHP);

        yield return(new WaitForSeconds(1f));

        if (isDead)
        {
            state = BattleState.LOST;
            EndBattle();
        }
        else
        {
            state = BattleState.PLAYERTURN;
            PlayerTurn();
        }
    }
Beispiel #12
0
    IEnumerator EnemyTurn()
    {
        if (enemyUnit.currentHP >= enemyUnit.maxHP * .7f)
        {
            dialogueText.text = enemyUnit.unitName + " attacks!";

            bool isDead = playerUnit.TakeDamage(enemyUnit.damage);
            playerHUD.SetHP(playerUnit.currentHP);

            yield return(new WaitForSeconds(1f));

            if (isDead)
            {
                state = BattleState.LOSE;
                EndBattle();
            }
            else
            {
                state = BattleState.PLAYERTURN;
                PlayerTurn();
            }
        }
        else
        {
            int number = Random.Range(0, 10);
            if (number >= 2)
            {
                dialogueText.text = enemyUnit.unitName + " attacks!";

                bool isDead = playerUnit.TakeDamage(enemyUnit.damage);
                playerHUD.SetHP(playerUnit.currentHP);

                yield return(new WaitForSeconds(1f));

                if (isDead)
                {
                    state = BattleState.LOSE;
                    EndBattle();
                }
                else
                {
                    state = BattleState.PLAYERTURN;
                    PlayerTurn();
                }
            }
            else
            {
                dialogueText.text = enemyUnit.unitName + " heals!";

                enemyUnit.Heal(5);
                enemyHUD.SetHP(enemyUnit.currentHP);

                yield return(new WaitForSeconds(1f));

                state = BattleState.PLAYERTURN;
                PlayerTurn();
            }
        }
    }
Beispiel #13
0
    IEnumerator PlayerHeal()
    {
        playerUnit.Heal(Random.Range(2, 4));
        playerHUD.SetHP(playerUnit.currentHP);
        dialogueText.text = "You regained some stamina...";

        yield return(new WaitForSeconds(2f));

        state = BattleState.ENEMYTURN;
        StartCoroutine(EnemyTurn());
    }
Beispiel #14
0
    IEnumerator PlayerHeal()
    {
        playerUnit.Heal(5);

        playerHUD.SetHP(playerUnit.currentHP);
        dialogText.text = "You are filled with determination.. and strength";

        yield return(new WaitForSeconds(2f));

        state = BattleState.ENEMYTURN;
        StartCoroutine(EnemyTurn());
    }
    IEnumerator PlayerHeal()
    {
        PlayerUnit.Heal(5);

        playerHUD.SetHP(PlayerUnit.currentHP);
        DialogueText.text = "You feel renewed strenght";

        yield return(new WaitForSeconds(2f));

        state = BattleState.ENEMYTURN;
        StartCoroutine(EnemyTurn());
    }
Beispiel #16
0
 // Start is called before the first frame update
 void Start()
 {
     music.Play();
     state = BattleState.START;
     StartCoroutine(SetupBattle());
     playerUnit.currentHP = playerUnit.maxHP;
     enemyUnit.currentHP  = enemyUnit.maxHP;
     playerHUD.SetHP(playerUnit.currentHP);
     enemyHUD.SetHP(enemyUnit.currentHP);
     userHealCount  = 3;
     enemyHealCount = 3;
 }
    IEnumerator PlayerAttack()
    {
        buttons.SetActive(false);
        btnDesc.SetActive(false);

        if (EnemyUnit.CurrentSpeed >= PlayerUnit.CurrentAcc)
        {
            yield return(new WaitForSeconds(2f));

            bool isDead = EnemyUnit.TakeDamage(0);

            EnemyHUD.SetHP(EnemyUnit.CurrentHP);

            DialogueText.text = "Oh No! Enemy Has Dodged!";

            yield return(new WaitForSeconds(3f));

            if (isDead) //the enemy
            {
                state = BattleState.WON;
                EndBattle();
            }
            else
            {
                state = BattleState.ENEMYTURN;
                StartCoroutine(EnemyTurn());
            }
        }
        else if (EnemyUnit.CurrentSpeed <= PlayerUnit.CurrentAcc)
        {
            EnemyAnim.SetBool("EnemyHit", true);

            bool isDead = EnemyUnit.TakeDamage(PlayerUnit.Damage);

            EnemyHUD.SetHP(EnemyUnit.CurrentHP);

            DialogueText.text = "Enemy Has Been Hit!";

            yield return(new WaitForSeconds(3f));

            if (isDead) //the enemy
            {
                state = BattleState.WON;
                EndBattle();
            }
            else
            {
                state = BattleState.ENEMYTURN;
                StartCoroutine(EnemyTurn());
            }
        }
    }
Beispiel #18
0
    IEnumerator PlayerHeal()
    {
        playerUnit.Heal(Mathf.RoundToInt(playerUnit.damage * 2f));  // Leikmaður getur „heal“-að sig um tvöfaldan skaðinn sem hann getur valdið

        playerHUD.SetHP(playerUnit.currentHP);
        audioSource.PlayOneShot(healSound);
        dialogueText.text = "You feel renewed strength!";

        yield return(new WaitForSeconds(2f));

        state = BattleState.ENEMYTURN;
        StartCoroutine(EnemyTurn());
    }
Beispiel #19
0
    IEnumerator PlayerHeal()
    {
        Instantiate(healFx, playerUnit.transform);

        playerUnit.Heal(15);
        playerHUD.SetHP(playerUnit.currentHp);
        dialogueText.text = "You feel renewed";
        playerHUD.SetMana(playerUnit.currentMana);

        yield return(new WaitForSeconds(2f));

        state = BattleState.ENEMYTURN;
        StartCoroutine(EnemyTurn());
    }
Beispiel #20
0
    IEnumerator PlayerHeal()
    {
        playerUnit.HealDamage(playerUnit.damage);

        playerHUD.SetHP(playerUnit.currentHP);
        Debug.Log("Heal successful");

        // Hide the player Actions options after selection is made
        playerHUD.DisableActions(playerHUD);

        yield return(new WaitForSeconds(2f));

        state = BattleState.ENEMYTURN;
        EnemyTurn();
    }
    public void EnemyTurn(float[] vectorAction)
    {
        dialogueText.text = enemyUnit.unitName + " attacks!";

        if (vectorAction[0] == 1)
        {
            bool isDead = playerUnit.TakeDamage(enemyUnit.damage);
            playerHUD.SetHP(playerUnit.currentHP);
            if (isDead)
            {
                state = BattleState.LOST;
                EndBattle();
            }
            else
            {
                state = BattleState.PLAYERTURN;
                agent.AddReward(0.5f);
                PlayerTurn();
            }
        }
        else if (vectorAction[1] == 1)
        {
            enemyUnit.Heal(5);
            agent.AddReward(0.5f);
            enemyHUD.SetHP(enemyUnit.currentHP);
            state = BattleState.PLAYERTURN;
            PlayerTurn();
        }

        //yield return new waitforseconds(1f);

        //bool isdead = playerunit.takedamage(enemyunit.damage);

        //playerhud.sethp(playerunit.currenthp);

        //yield return new waitforseconds(1f);

        //if (isdead)
        //{
        //    state = battlestate.lost;
        //    endbattle();
        //}
        //else
        //{
        //    state = battlestate.playerturn;
        //    playerturn();
        //}
    }
Beispiel #22
0
    IEnumerator EnemyTurn()
    {
        //displays the name of attack that enemy uses
        textBox.text = enemyUnit.unitName + " uses " + enemyUnit.currentSkills[0].skillName + "!";
        yield return(new WaitForSeconds(1f));

        //calculating damage here
        int  damage = ((enemyUnit.attack) + (enemyUnit.currentSkills[0].skillPower)) - playerUnit.defense;
        bool isDead = playerUnit.TakeDamage(damage); //damage player - return T/F is dead

        playerHUD.SetHP(playerUnit.currentHP);       //sets player's HP level in HUD
        //display successful hit, and damage
        textBox.text = enemyUnit.currentSkills[0].skillName + " hits for " + damage + " damage!";

        yield return(new WaitForSeconds(1f));

        if (isDead)
        {
            battleState = BattleState.Lost;
            EndBattle();
        }
        else
        {
            battleState = BattleState.PlayerTurn;
            PlayerTurn();
        }
    }
    IEnumerator PlayerAttack()
    {
        //Damage
        state = BattleState.ENEMYTURN;
        bool isDead = enemyUnit.TakeDamage(playerUnit.damage);

        dialogueText.text = "You attack the enemy!";
        Fire();
        yield return(new WaitForSeconds(1f));

        enemyHUD.SetHP(enemyUnit);

        dialogueText.text = "The attack hits!";

        yield return(new WaitForSeconds(2f));

        //Change if enemy is dead
        //change state based on what happened

        if (isDead)
        {
            //end battle
            state = BattleState.WON;
            Destroy(enemyGO);
            StartCoroutine(EndBattle());
        }
        else
        {
            //enemy turn
            state = BattleState.ENEMYTURN;
            StartCoroutine(EnemyTurn());
        }
    }
    IEnumerator PlayerAttack()
    {
        GameObject.FindObjectOfType <ShakeBehavior>().TriggerShake();
        bool isDead = enemyUnit.TakeDamage(playerUnit.damage);

        enemyHUD.SetHP(enemyUnit.currentHP);
        dialogueText.text = "You striked " + enemyUnit.unitName + "!";

        audioPlayer.PlayOneShot(attack);
        yield return(new WaitForSeconds(2f));

        if (isDead)
        {
            audioPlayer.PlayOneShot(monsterDead);
            state             = BattleState.WON;
            isDoingSomething  = false;
            dialogueText.text = "You won the battle!";
            Invoke("EndBattle", 1f);
        }
        else
        {
            state = BattleState.ENEMYTURN;

            StartCoroutine(EnemyTurn());
        }
    }
Beispiel #25
0
    IEnumerator PlayerAttack(Unit playerUnit)
    {
        state = BattleState.PLAYERMOVE;
        dialogBox.EnableActionSelector(false);
        yield return(dialogBox.TypeDialog(playerUnit.unitName + " attacks!"));

        yield return(new WaitForSeconds(0.7f));

        StartCoroutine(enemyUnit.flash());
        yield return(new WaitForSeconds(0.3f));

        bool isDead = enemyUnit.TakeDamage(playerUnit.damage);

        enemyHUD.SetHP(enemyUnit.currentHP, enemyUnit.maxHP);
        yield return(dialogBox.TypeDialog(enemyUnit.unitName + " took damage!"));

        yield return(new WaitForSeconds(1f));

        if (isDead)
        {
            StartCoroutine(enemyUnit.fadeOut());
            state = BattleState.WON;
            StartCoroutine(EndBattle());
        }
        else
        {
            state = BattleState.ENEMYTURN;
            StartCoroutine(EnemyTurn());
        }
    }
Beispiel #26
0
    void PlayerAttack()
    {
        playerAttack.Attack();
        playerUnit.TakeDamage(playerDamage);

        playerHUD.SetHP(playerUnit.currentHP);
    }
    IEnumerator EnemyTurn()
    {
        if (!block)
        {
            dialogueText.text = enemyUnit.unitName + " attacks!";
            yield return(new WaitForSeconds(1f));

            isDead = playerUnit.TakeDamage(enemyUnit.damage);
            playerHUD.SetHP(playerUnit.currentHP);
            yield return(new WaitForSeconds(1f));
        }
        else
        {
            dialogueText.text = "You blocked the attack!";
            block             = false;
            yield return(new WaitForSeconds(1f));
        }

        if (isDead)
        {
            state = BattleState.LOST;
            EndBattle();
        }
        else
        {
            state = BattleState.PLAYERTURN;
            PlayerTurn();
        }
    }
    IEnumerator PlayerAttack()
    {
        bool isDead = enemyUnit.TakeDamage(playerUnit.damage += damageMult);

        enemyHUD.SetHP(enemyUnit.currentHP);

        dialogueText.text = "The attack is successful!";

        if (damageMult >= 5)
        {
            dialogueText.text = "Critical hit!";
        }
        damageMult = 0;

        yield return(new WaitForSeconds(2f));

        if (isDead)
        {
            state = BattleState.WON;
            EndBattle();
        }
        else
        {
            state = BattleState.ENEMYTURN;
            StartCoroutine(EnemyTurn());
        }
    }
Beispiel #29
0
    IEnumerator PlayerAttack()
    {
        //Damage the enemy
        bool isDead = enemyUnit.TakeDamage(playerUnit.damage);

        enemyHUD.SetHP(enemyUnit.currentHP);
        dialogText.text = "The attack was successful";

        yield return(new WaitForSeconds(2f));

        if (isDead)
        {
            //end battle
            state = BattleState.WON;
            EndBattle();
        }
        else
        {
            // enemyturn
            state = BattleState.ENEMYTURN;
            StartCoroutine(EnemyTurn());
        }

        //check if enemy is dead

        // change state based on what happened
    }
    IEnumerator PlayerAttack()
    {
        //Do damage
        int  damageDone = UnityEngine.Random.Range(1, playerUnit.damage);
        bool isDead     = enemyUnit.TakeDamage(damageDone);

        //Update UI
        enemyHUD.SetHP(enemyUnit.currentHP);
        dialogText.text = string.Format("Attack landed for {0} damage!", damageDone);

        //Pause UI
        yield return(new WaitForSeconds(2f));

        //Handle next state
        if (isDead)
        {
            state = BattleState.WON;
            EndBattle();
        }
        else
        {
            state = BattleState.ENEMYTURN;
            StartCoroutine(EnemyTurn());
        }
    }