Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        switch (currentState)
        {
        case (BattleStates.BEGIN):
            //currentState = (BattleStates)(((int)currentState + 1)%5);
            Player_turn  = true;
            currentState = BattleStates.PLAYERCHOICE;



            Debug.Log("begin");
            break;

        case (BattleStates.PLAYERCHOICE):

            Debug.Log("player");
            break;

        case (BattleStates.ENEMYCHOICE):
            Player.TakeDamage(10);

            if (Player.getHp() <= 0)
            {
                currentState = BattleStates.DEFEAT;
            }
            else if (Enemy.getHp() <= 0)
            {
                currentState = BattleStates.VICTORY;
            }
            else
            {
                currentState = BattleStates.BEGIN;
            }
            Debug.Log("enemy");
            break;

        case (BattleStates.DEFEAT):
            StateOfResult.text = "#99 VICTORYN'T ROYALE";
            FinnishGame();

            Debug.Log("defeat");
            break;

        case (BattleStates.VICTORY):
            StateOfResult.text = "#1 VICTORY ROYALE";
            FinnishGame();


            Debug.Log("wictory");
            break;
        }
    }
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.CompareTag("Player"))
     {
         blob.TakeDamage(1);
     }
 }
Beispiel #3
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown("up") && !pause)
     {
         Enemy.takeDamage(20);
     }
     else if (Input.GetKeyDown("down") && !pause)
     {
         Player.TakeDamage(10);
     }
     else if (Input.GetKeyDown("escape"))
     {
         if (pause)
         {
             pause = false;
         }
         else
         {
             pause = true;
         }
     }
 }