Beispiel #1
0
 public void TurnSequence()
 {
     battleUIManager.UpdateStats();
     battleUIManager.UpdateBattleline();
     //battleUIManager.SaveHealthBeforeAttack();
     photonView.RPC("RPCSaveHealthBeforeAttack", RpcTarget.All);
     photonView.RPC("CheckSequence", RpcTarget.All);
     photonView.RPC("AttackSequence", RpcTarget.All);
     photonView.RPC("RPCShowDamageSequence", RpcTarget.All);
     battleUIManager.UpdateStats();
     battleUIManager.UpdateBattleline();
     photonView.RPC("ChangeTurn", RpcTarget.All);
 }
Beispiel #2
0
    public void AttackSequence(Player localplayer)
    {
        for (int i = 0; i < 7; i++)
        {
            if (attacker.battlelinefilling[i] == true && attacker.battleline[i].firstturn == false)
            {
                attacker.battleline[i].OnAttack(attacker, defender, i);
            }
            for (int j = 0; j < 7; j++)
            {
                if (defender.battlelinefilling[j] == true)
                {
                    if (defender.battleline[j].health <= 0)
                    {
                        defender.battleline[j].OnDeath(attacker, defender, j);
                        defender.battleline[j].firstturn = true;
                        battleUIManager.RemoveCreatureOnUI(defender, j);
                        defender.battlelinefilling[j] = false;
                    }
                }
            }

            battleUIManager.UpdateBattleline();

            if (attacker.battlelinefilling[i] == true && attacker.battleline[i].firstturn == true)
            {
                {
                    attacker.battleline[i].firstturn = false;
                }
            }
        }
    }