/*IEnumerator EnemyTurn() * { * dialogText.text = "Enemy Turn"; * * //Choose State * IsEnemyChoosing = true; * * if (scoreData.hLife<=0 & scoreData.mLife<=0) //el score es la vida de los players * { * states = BattleStates.Lost; * EndBattle(); * } * yield return new WaitForSeconds(2f); * }*/ /* IEnumerator PlayerTurn() * { * yield return new WaitForSeconds(2f); * * if (states != BattleStates.PlayerTurn) * { * yield break; * } * dialogText.text = "Choose a Player"; * * //Choose a Player and Attack * * IsPlayerChoosing = true; * * if (lifeBattleVirus1<=0 & lifeBattleVirus2<=0) * { * states = BattleStates.Won; * EndBattle(); * } * * yield return new WaitForSeconds(2f); * }*/ void EndBattle() { if (states == BattleStates.Won) { dialogText.text = "You won the battle!"; _characterController1.GoBackCity(); _startLevel2.enabled = true; } else if (states == BattleStates.Lost) { dialogText.text = "You loose"; } }
void EndBattle() { if (states == BattleStates.Won) { dialogText.text = "You won the battle!"; scoreData.xp += 50; _characterController1.GoBackCity(); _startLevel2.enabled = true; } else if (states == BattleStates.Lost) { scoreData.xp -= 50; dialogText.text = "You loose"; this.lostGame = true; } }