public void chooseAction()
    {
        //record action chosen by the AI
        myAttack.Attacker         = enemy.name;
        myAttack.AttackGameObject = this.gameObject;
        myAttack.AttackTarget     = CSM.PlayerInBattle[Random.Range(0, CSM.PlayerInBattle.Count)];
        while (myAttack.AttackTarget == myAttack.AttackGameObject)
        {
            myAttack.AttackTarget = CSM.PlayerInBattle[Random.Range(0, CSM.PlayerInBattle.Count)];
        }

        //myAttack.AttackTarget = CSM.PlayerInBattle[0];
        myAttack.LeftAttackType  = HandleTurn.randomJanken();
        myAttack.RightAttackType = HandleTurn.randomJanken();
        //myAttack.skill = HandleTurn.randomSkill();
        Debug.Log(enemy.name + " is ready for battle");
        CSM.CollectActions(myAttack);
        count++;
    }
Beispiel #2
0
    public void chooseAction()
    {
        //record action chosen by the AI
        myAttack.Attacker         = enemy.name;
        myAttack.AttackGameObject = this.gameObject;
        myAttack.AttackTarget     = CSM.PlayerInBattle[Random.Range(0, CSM.PlayerInBattle.Count)];
        while (myAttack.AttackTarget == myAttack.AttackGameObject)
        {
            myAttack.AttackTarget = CSM.PlayerInBattle[Random.Range(0, CSM.PlayerInBattle.Count)];
        }
        //myAttack.AttackTarget = CSM.PlayerInBattle[0];

        myAttack.LeftAttackType  = HandleTurn.randomJanken();
        myAttack.RightAttackType = HandleTurn.randomJanken();
        if (enemy.name == "e3")
        {
            if (myAttack.LeftAttackType == HandleTurn.janken.ROCK)
            {
                ani.SetBool("lr", true);
            }
            else if (myAttack.LeftAttackType == HandleTurn.janken.SCISSORS)
            {
                ani.SetBool("ls", true);
            }
            else if (myAttack.LeftAttackType == HandleTurn.janken.PAPER)
            {
                ani.SetBool("lp", true);
            }
            if (myAttack.RightAttackType == HandleTurn.janken.ROCK)
            {
                ani.SetBool("rr", true);
            }
            else if (myAttack.RightAttackType == HandleTurn.janken.SCISSORS)
            {
                ani.SetBool("rs", true);
            }
            else if (myAttack.RightAttackType == HandleTurn.janken.PAPER)
            {
                ani.SetBool("rp", true);
            }
        }
        else if (enemy.name == "e1")
        {
            if (myAttack.LeftAttackType == HandleTurn.janken.ROCK)
            {
                ani.SetBool("lr", true);
            }
            else if (myAttack.LeftAttackType == HandleTurn.janken.SCISSORS)
            {
                ani.SetBool("ls", true);
            }
            else if (myAttack.LeftAttackType == HandleTurn.janken.PAPER)
            {
                ani.SetBool("lp", true);
            }
            if (myAttack.RightAttackType == HandleTurn.janken.ROCK)
            {
                ani.SetBool("rr", true);
            }
            else if (myAttack.RightAttackType == HandleTurn.janken.SCISSORS)
            {
                ani.SetBool("rs", true);
            }
            else if (myAttack.RightAttackType == HandleTurn.janken.PAPER)
            {
                ani.SetBool("rp", true);
            }
        }
        else if (enemy.name == "e2")
        {
            if (myAttack.LeftAttackType == HandleTurn.janken.ROCK)
            {
                ani.SetBool("lr", true);
            }
            else if (myAttack.LeftAttackType == HandleTurn.janken.SCISSORS)
            {
                ani.SetBool("ls", true);
            }
            else if (myAttack.LeftAttackType == HandleTurn.janken.PAPER)
            {
                ani.SetBool("lp", true);
            }
            if (myAttack.RightAttackType == HandleTurn.janken.ROCK)
            {
                ani.SetBool("rr", true);
            }
            else if (myAttack.RightAttackType == HandleTurn.janken.SCISSORS)
            {
                ani.SetBool("rs", true);
            }
            else if (myAttack.RightAttackType == HandleTurn.janken.PAPER)
            {
                ani.SetBool("rp", true);
            }
        }
        Debug.Log(enemy.name + " is ready for battle");
        CSM.CollectActions(myAttack);
    }