Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        Debug.Log(currentState);
        switch (currentState)
        {
        case (TurnState.PROCESSING):
            updateProgressBar();
            break;

        case (TurnState.CHOOSEACTION):
            if (BSM.PlayerCharacters.Count == 0)
            {
                Debug.Log("all players dead");
                break;
            }
            else
            {
                chooseAction();
                currentState = TurnState.WAITING;
            }
            break;

        case (TurnState.WAITING):

            break;

        case (TurnState.ACTION):
            StartCoroutine(actionTimer());
            break;

        case (TurnState.DEAD):
            if (!alive)
            {
                return;
            }
            else
            {
                //change tag
                this.gameObject.tag = "DeadEnemy";
                //make not attackable
                BSM.EnemyCharacters.Remove(this.gameObject);
                //disable selector if enabled
                selector.SetActive(false);
                //remove enemies attacks
                if (BSM.EnemyCharacters.Count > 0)
                {
                    for (int i = 0; i < BSM.TurnList.Count; i++)
                    {
                        if (i != 0)
                        {
                            if (BSM.TurnList[i].attackerGO == this.gameObject)
                            {
                                BSM.TurnList.Remove(BSM.TurnList[i]);
                            }
                            if (BSM.TurnList[i].attackTarget == this.gameObject)
                            {
                                BSM.TurnList[i].attackTarget = BSM.EnemyCharacters[Random.Range(0, BSM.EnemyCharacters.Count)];
                            }
                        }
                    }
                }
                //change colour/play death animation
                this.gameObject.GetComponent <MeshRenderer>().material.color = new Color32(155, 155, 155, 255);
                //set alive false
                alive = false;
                //reset target buttons
                BSM.TargetButtons();
                //check if battle has been won/lost
                BSM.battlestate = BattleStateMachine.PerformAction.CHECKALIVE;
            }
            break;
        }
    }