Beispiel #1
0
 public void Start()
 {
     playerTurn = 0;
     state      = BS_States.off;
     Debug.Log("F to fight");
     // objectControlling = player1.gameObject;
 }
Beispiel #2
0
    public void SwitchTurn()
    {
        if (state == BS_States.on)
        {
            //player1.turnPhase = SlingShotPlayer.TurnPhase.rockToss;
            Debug.Log("change player phase check commented");
            state = BS_States.wait;

            totalTurns += 1;
            nextTurnAt  = Time.time + turnWaitTime;
        }
    }
Beispiel #3
0
    public void Update()
    {
        //state management
        if (state == BS_States.off)//off
        {
            state = BS_States.prestart;
            Debug.Log("Entered STage AutoMAtically");
        }
        else if (state == BS_States.prestart)//prestart
        {
            Debug.Log("Prestart");
            state = BS_States.on;
        }
        else if (state == BS_States.wait)//wait
        {
            if (Time.time >= nextTurnAt)
            {
                state = BS_States.on;
            }
        }
        else if (state == BS_States.endgame)//wait
        {
            if (Time.time >= endgamePhase)
            {
                if (Input.GetKeyDown(KeyCode.Return))
                {
                    state = BS_States.off;
                    //player1.gameObject.SetActive(true);

                    //player1.hp = player1.mhp;

                    playerTurn = 0;
                }
            }
            else
            {
                Debug.Log("Le calc ");
            }
        }
    }