Example #1
0
 public void MyAttack()
 {
     if (!c_setupAttack && !c_attacked)
     {
         c_setupAttack = true;
         c_squaresInAttackRange.Clear();
         c_squaresInAttackRange = GridTest.CheckRange(transform.position, c_playerHealthScript.c_playerStats.playerAttackRange, "MoveCube");
         if (c_squaresInAttackRange.Count != 0)
         {
             foreach (GameObject tile in c_squaresInAttackRange)
             {
                 Debug.Log("Attempting to get character on tile...");
                 if (tile.GetComponent <AddGridToRange> ().GetEnemyOnTile(c_enemyDamageTag) != null)
                 {
                     c_enemiesInAttackRange.Add(tile.GetComponent <AddGridToRange> ().GetEnemyOnTile(c_enemyDamageTag));
                     //Debug.Log ("Added to tile");
                 }
             }
         }
         if (c_enemiesInAttackRange.Count != 0)
         {
             c_UI.UpdateBattleDialogue("Please select a target.");
             //foreach (GameObject enemy in c_enemiesInAttackRange)
             //Debug.Log (enemy.name);
             c_UI.DynamicHide(false);
             StartCoroutine(SearchForTile(c_squaresInAttackRange));
         }
         else
         {
             c_UI.UpdateBattleDialogue("There are no targets in range.");
             c_setupAttack = false;
             foreach (GameObject tile in c_squaresInAttackRange)
             {
                 tile.GetComponent <Renderer> ().material.SetColor("_Color", Color.red);
             }
             Invoke("DelayClearingSetupTiles", 1.5f);
         }
     }
     else if (c_enemy != null && !c_attacked)
     {
         c_playerHealthScript.CancelDefend();
         c_myTurnObject.c_delayValue += (int)(c_personalDelay * c_currentSkill.UseSkill(c_enemy.transform.position, c_playerHealthScript, c_enemyDamageTag));
         c_attacked = true;
         Debug.Log("" + gameObject.name + " attacked");
         c_setupAttack = false;
         ClearTileColourInGrid(c_squaresInAttackRange);
         if (c_currentlyMoving == "Finished Moving")
         {
             EndTurn();
         }
         else
         {
             c_UI.DynamicHide(true);
         }
     }
     else if (c_attacked)
     {
         c_UI.UpdateBattleDialogue("You have already attacked/defended. Please move or end your turn.");
     }
     else if (c_enemy == null)
     {
         c_UI.UpdateBattleDialogue("Please select a new target.");
     }
 }