Ejemplo n.º 1
0
    void ChooseAction()
    {
        HandleTurn myAttack = new HandleTurn();

        myAttack.attacker           = enemy.theName;
        myAttack.type               = "Enemy";
        myAttack.attackerGameObject = this.gameObject;
        if (battleSM.heroesInBattle.Count > 0)
        {
            myAttack.targetGameObject = battleSM.heroesInBattle[Random.Range(0, battleSM.heroesInBattle.Count)];

            int attackIndex = Random.Range(0, enemy.attacks.Count);
            myAttack.chosenAttack = enemy.attacks[attackIndex];
            battleSM.CollectActions(myAttack);
            battleSM.UpdateTurnOrder();
        }
    }
Ejemplo n.º 2
0
    void Update()
    {
        if (!alive)
        {
            currentState = TurnState.DEAD;
        }
        switch (currentState)
        {
        case TurnState.PROCESSING:
            UpdateProgressBar();
            break;

        case TurnState.ADDTOLIST:
            battleSM.heroesToManage.Add(this.gameObject);
            currentState = TurnState.WAITING;
            break;

        case TurnState.WAITING:
            //idle
            if (regen)
            {
                HealDamage(hero.currREGEN);
            }
            if (activeTurn)
            {
                //full opacity text on active turn
                timerText.color = new Color(255, 255, 255, 1f);
                heroBarBG.color = activeColor;

                UpdateDelayTimer();
            }
            else
            {
                timerText.color = new Color(255, 255, 255, 0.5f);
                heroBarBG.color = inactiveColor;
            }
            break;

        case TurnState.ACTION:
            StartCoroutine(TimeForAction());
            regen = true;
            break;

        case TurnState.DEAD:
            if (!alive)
            {
                break;
            }

            //change tag to dead
            this.gameObject.tag = "DeadHero";
            //cannot be targeted
            battleSM.heroesInBattle.Remove(this.gameObject);
            //disable the selector
            selector.SetActive(false);
            timerText.color = new Color(255, 255, 255, 0.5f);
            heroBarBG.color = inactiveColor;

            //reset GUI
            battleSM.ClearAttackPanel();

            if (battleSM.heroesInBattle.Count > 0 && battleSM.performList.Count > 1)
            {
                for (int i = 0; i < battleSM.performList.Count; i++)
                {
                    if (i > 0)
                    {
                        if (battleSM.performList[i].attackerGameObject == this.gameObject)
                        {
                            battleSM.performList.Remove(battleSM.performList[i]);
                        }
                        if (battleSM.performList[i].targetGameObject == this.gameObject)
                        {
                            battleSM.performList[i].targetGameObject = battleSM.heroesInBattle[Random.Range(0, battleSM.heroesInBattle.Count)];
                        }
                    }
                }
                battleSM.UpdateTurnOrder();
            }

            //change color / play death animation
            this.gameObject.GetComponent <MeshRenderer>().material.color = new Color32(150, 150, 150, 255);
            Vector3 deadPosition = new Vector3(startPosition.x + 2f, startPosition.y, startPosition.z);
            transform.position = deadPosition;

            battleSM.heroInput = BattleStateMachine.HeroGUI.DONE;

            battleSM.heroesToManage.Remove(this.gameObject);

            //reset heroInput
            battleSM.battleState = BattleStateMachine.PerformAction.CHECKALIVE;

            alive = false;
            break;

        default:
            break;
        }
    }