IEnumerator SetUpBattle() { //Finds the Party Manager, and sets the first child to Active playerGameObject.transform.GetChild(0).gameObject.SetActive(true); playerUnit = playerGameObject.transform.GetChild(0).gameObject.GetComponent <PlayerUnit>(); //gets 'Unit" from first child SetSkillButtons(); //creates the enemy in their location of the battle screen SpawnEnemy(2); enemyGameObject.transform.GetChild(0).gameObject.SetActive(true); //sets first enemy party member to active textBox.text = "Battle versus " + enemyUnits[enemyUnitNum].currentUnit.unitName + " begins!"; //battle start message //sets the player and enemy HUDs with their stats playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnits[enemyUnitNum]); yield return(new WaitForSeconds(2f)); if (playerUnit.speed > enemyUnits[enemyUnitNum].speed) { battleState = BattleState.PlayerTurn; PlayerTurn(); } else { battleState = BattleState.EnemyTurn; StartCoroutine(EnemyTurn()); } }
IEnumerator SetupBattle() { // Spawn units GameObject p = Instantiate(playerPrefab, new Vector2(-6f, -1.5f), Quaternion.identity); // player gameobject playerUnit = p.GetComponent <Unit>(); GameObject e = Instantiate(enemyPrefab, new Vector2(6f, 1.75f), Quaternion.identity); // enemy gameobject enemyUnit = e.GetComponent <Unit>(); // Starting message battleText.text = "Rival challenges you to a battle!"; // Initiate HUD elements playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); // Add time delay yield return(new WaitForSeconds(2f)); // Player's turn state = BattleState.PLAYERTURN; PlayerTurn(); }
// BATTLE SETUP AT THE START OF THE GAME IEnumerator SetUpBattle() { GameObject playerGameObject = Instantiate(playerPrefab, new Vector3(-6.5f, -2f, 0f), Quaternion.identity); playerUnit = playerGameObject.GetComponent <Unit>(); GameObject enemyGameObject = Instantiate(enemyPrefab, new Vector3(6.5f, -2f, 0f), Quaternion.identity); enemyUnit = enemyGameObject.GetComponent <Unit>(); GameObject enemySecondGameObject = Instantiate(enemySecondPrefab, new Vector3(3f, -2.3f, 0f), Quaternion.identity); enemySecondUnit = enemySecondGameObject.GetComponent <Unit>(); attackClickCounter = 0; playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); enemySecondHUD.SetHUD(enemySecondUnit); yield return(new WaitForSeconds(.5f)); currentState = GameState.PLAYER; PlayerTurn(); }
IEnumerator SetupBattle() { dialogueText.EnableStart(true); dialogueText.EnableQuestions(false); azureSpeech.EnableAzure(false); speechLibTest.EnableSpeech(false); dialogueText.EnableBag(false); endNotice.EnableDie(false); endNotice.EnableWin(false); GameObject playerGO = Instantiate(playerPrefab, playerBattleStation); playerUnit = playerGO.GetComponent <Unit>(); GameObject enemyGO = Instantiate(enemyPrefab, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); yield return(dialogueText.TypeDialogue("Choose an action!")); yield return(new WaitForSeconds(1f)); playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); state = BattleState.ACTIONS; }
void SetupBattle() { //sets up John and Vincent if (!johnIn) { DisableJohn(); } if (!vincentIn) { DisableVincent(); } nextFightButton.SetActive(false); restartButton.SetActive(false); turnNum = 1; //sets up the player playerGO = Instantiate(playerPrefab, playerBattleStation); playerUnit = playerGO.GetComponent <Unit>(); //sets up the enemy GameObject enemyGO = Instantiate(enemyPrefab, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); DisableButtons(); dialogueText.text = "A wild " + enemyUnit.unitName + " approaches..."; playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); //wait for Ok button }
//Method for setting up battle IEnumerator SetUpBattle() { //Spawn the player GameObject playerInst = Instantiate(player, playerSpawnPoint); //Get reference for unit script playerUnit = playerInst.GetComponent <Unit>(); //Spawn enemy GameObject enemyInst = Instantiate(enemy, enemySpawnPoint); //Get reference for unit script enemyUnit = enemyInst.GetComponent <Unit>(); //Check for null if (dialogueText != null) { //Display message dialogueText.text = enemyUnit.encountermessage; } //Set the HUD ui playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); //Wait 2 secs yield return(new WaitForSeconds(2f)); //Call playerTurn PlayerTurn(); }
IEnumerator SetUpBattle() { //Creates the player in their location of the battle screen GameObject playerGameObject = Instantiate(playerPrefab, playerBattleStation); playerUnit = playerGameObject.GetComponent <Unit>(); //creates the enemy in their location of the battle screen GameObject enemyGameObject = Instantiate(enemyPrefab, enemyBattleStation); enemyUnit = enemyGameObject.GetComponent <Unit>(); //battle start message in the HUD textBox.text = "Battle versus " + enemyUnit.unitName + " begins!"; //sets the player and enemy HUDs with their stats playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); yield return(new WaitForSeconds(2f)); //changes game state to the player's turn battleState = BattleState.PlayerTurn; PlayerTurn(); }
IEnumerator SetupBattle() { GameObject playerGO = Instantiate(playerPrefab, playerBattleStation); //playerUnit = playerGO.GetComponent<Unit>(); playerUnit = BattleInfoBridge.instance.GetPlayer(); GameObject enemyGo = Instantiate(enemyPrefab, enemyBattleStation); enemyUnit = enemyGo.GetComponent <Unit>(); enemyUnit.initEUnit(); playerAnimator.runtimeAnimatorController = playerUnit.animc; enemyAnimator.runtimeAnimatorController = enemyUnit.animc; //audioSource = BattleInfoBridge.instance.GetEnemy().audioSource; audioSource.clip = BattleInfoBridge.instance.GetEnemy().audioSource.clip; audioSource.outputAudioMixerGroup = BattleInfoBridge.instance.GetEnemy().audioSource.outputAudioMixerGroup; audioSource.Play(); screenHUD.writeLog("Starting..."); playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); yield return(new WaitForSeconds(2f)); screenHUD.eraseLog(); state = BattleState.PLAYERTURN; PlayerTurn(); }
IEnumerator SetupBattle() { if (PlayerPrefs.GetString("monsterPrefab") == "GreenMonster") { enemyGO = monsters[0]; } else { enemyGO = monsters[1]; } enemy = Instantiate(enemyGO); enemyUnit = enemyGO.GetComponent <Unit>(); enemyUnit.unitName = PlayerPrefs.GetString("monsterName"); enemyUnit.damage = PlayerPrefs.GetInt("monsterAttack"); enemyUnit.unitLevel = PlayerPrefs.GetInt("monsterLevel"); enemyUnit.currentHP = PlayerPrefs.GetInt("monsterHP"); enemyUnit.maxHP = PlayerPrefs.GetInt("monsterHP"); playerUnit.currentHP = PlayerPrefs.GetInt("playerHP"); dialogueText.text = "This " + enemyUnit.unitName + " is disgusting!"; playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); yield return(new WaitForSeconds(2f)); PlayerTurn(); }
public void UpdateHud() { playerBattleHUD.SetHUD(playerUnit, playerUnit.GetTurnPos()); if (targetedEnemyUnit != null) { enemyBattleHUD.SetHUD(targetedEnemyUnit, targetedEnemyUnit.GetTurnPos()); turnSliders.UpdateTurnBar(playerUnit, enemies); if (targetedEnemyUnit.statusEffect != null) { enemyBattleHUD.SetStatusEffect(targetedEnemyUnit.statusEffect); } else { enemyBattleHUD.SetStatusEffect(); } } if (playerUnit.statusEffect != null) { playerBattleHUD.SetStatusEffect(playerUnit.statusEffect); } else { playerBattleHUD.SetStatusEffect(); } HUDUpdated.Raise(); }
IEnumerator SetupBattle() { yield return(new WaitForSeconds(1f)); BattleStart.SetActive(false); GameObject PlayerGo = Instantiate(PlayerPrefab, PlayerBattleStation); PlayerUnit = PlayerGo.GetComponent <Unit>(); GameObject EnemeyGo = Instantiate(EnemyPrefab, EnemyBattleStation); EnemyUnit = EnemeyGo.GetComponent <Unit>(); DialogueText.text = EnemyUnit.UnitName + " Has Appeared!"; CardCounterText.text = "Gate Cards Won: " + CardCounter; PlayerHUD.SetHUD(PlayerUnit); EnemyHUD.SetHUD(EnemyUnit); yield return(new WaitForSeconds(2f)); state = BattleState.PLAYERTURN; StartCoroutine(PlayerTurn()); }
IEnumerator SetUpBattle(int battleNum) { playerHUD.SetHUD(player); playerHUD.SetHP(player.currentHP); int enemyAmount = battleSequences[battleNum].enemyUnits.Length; enemyAmountThisRound = enemyAmount; for (int i = 0; i < enemyAmount; i++) { GameObject go = Instantiate(battleSequences[battleNum].enemyUnits[i], transform); enemyHUD[i].gameObject.SetActive(true); enemyHUD[i].SetHUD(go.GetComponent <Unit>()); enemyHUD[i].SetHP(enemyHUD[i].enemyUnit.maxHP); } dialogText.text = battleSequences[battleNum].battleDescription; yield return(new WaitForSeconds(3f)); state = BattleState.PlayerTurn; PlayerTurn(); }
IEnumerator SetupBattle() { Debug.Log("" + opponentChoice); GameObject playerGO = Instantiate(playerPrefab, playerBattleStation); playerUnit = playerGO.GetComponent <Unit>(); if (opponentChoice == 1) { GameObject enemyGO = Instantiate(charizardPrefab, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); } else if (opponentChoice == 2) { GameObject enemyGO = Instantiate(pikachuPrefab, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); } else if (opponentChoice == 3) { GameObject enemyGO = Instantiate(venusaurPrefab, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); } else //default to pikachu in the case that the program is run from Game scene not selection scene { GameObject enemyGO = Instantiate(pikachuPrefab, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); } dialogueText.text = "A wild " + enemyUnit.unitName + " appeared!"; attack1Text.text = playerUnit.move1 + ""; attack2Text.text = playerUnit.move2 + ""; attack3Text.text = playerUnit.move3 + ""; playerHPText.text = playerUnit.currentHP + "/" + playerUnit.maxHP; enemyHPText.text = enemyUnit.currentHP + "/" + enemyUnit.maxHP; playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); combatButtons.SetActive(false); yield return(new WaitForSeconds(2f)); if (playerUnit.speed > enemyUnit.speed) { state = BattleState.PLAYERTURN; PlayerTurn(); } else { state = BattleState.ENEMYTURN; StartCoroutine(EnemyTurn()); } }
IEnumerator SetupBattle() { dialogueText.text = "Vous allez affronter " + enemyUnit.unitName; playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); yield return(new WaitForSeconds(2f)); state = BattleState.PLAYERTURN; PlayerTurn(); }
IEnumerator SetupBattle() { PlayerUnit = playerPrefab.GetComponent <Stats>(); EnemyUnit = enemyPrefab.GetComponent <Stats>(); playerHUD.SetHUD(PlayerUnit); enemyHUD.SetHUD(EnemyUnit); EHalo.SetActive(false); yield return(new WaitForSeconds(0)); State = BattleState.PLAYERTURN; PlayerTurn(); }
IEnumerator SetupBattle() { GameObject playerGO = Instantiate(playerPrefab, playerBattleStation); playerUnit = playerGO.GetComponent <Unit>(); //animator = GetComponent<Animator>(); //animator.SetTrigger("attacking"); playerUnit.unitName = Player.name; playerUnit.HC = Player.maxHealth; playerUnit.EC = Player.maxEnergy; playerUnit.unitLevel = Player.level; playerUnit.currentHP = Player.maxHealth; playerUnit.currentEP = Player.maxEnergy; playerUnit.PlayerAbilities = Player.Abilities; playerUnit.PlayerPowerups = Player.Powerups; GameObject enemyGO = Instantiate(enemyPrefab, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); enemyUnit.unitName = "monster" + Player.level; enemyUnit.HC = Player.maxHealth; enemyUnit.EC = Player.maxEnergy; enemyUnit.unitLevel = Player.level; enemyUnit.currentHP = Player.maxHealth; enemyUnit.currentEP = Player.maxEnergy; dialogueText.text = "Battle Opponent: " + enemyUnit.unitName + "."; playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); yield return(new WaitForSeconds(2f)); dialogueText.text = "Battle Begins in .. "; yield return(new WaitForSeconds(1f)); dialogueText.text = "3"; yield return(new WaitForSeconds(1f)); dialogueText.text = "2"; yield return(new WaitForSeconds(1f)); dialogueText.text = "1"; yield return(new WaitForSeconds(1f)); InitializeButtons(); state = BattleState.PLAYERTURN; PlayerTurn(); }
void InstantiateEnemy() { var newEnemy = Instantiate(levelStats.enemies[currentEnemy].gameObject, EnemyBattleStation).GetComponent <Unit>(); if (currentEnemy != 0) { newEnemy.transform.localPosition = new Vector3(5, 0, 0); } enemy = newEnemy; enemyHUD.SetHUD(enemy); enemy.audioOrganizer = audioOrganizer; SetDialogueText(player, "A wild " + enemy.unitName + " joined the brawl!", ""); }
// Update is called once per frame public virtual IEnumerator SetupBattle() { //SpawnPlayers(); //playerPrefab = playerParty.players[0]; GameObject playerGO = Instantiate(playerPrefab, playerSpace); playerUnit = playerGO.GetComponent <Unit>(); players.Add(playerGO); GameObject homie = Instantiate(playerPrefab1, playerSpace1); //playerPrefab1 = playerParty.players[1]; playerUnit1 = homie.GetComponent <Unit>(); players.Add(homie); GameObject homegirl = Instantiate(playerPrefab2, playerSpace2); //playerPrefab2 = playerParty.players[2]; playerUnit2 = homegirl.GetComponent <Unit>(); players.Add(homegirl); GameObject enemyGO = Instantiate(enemyPrefab, enemySpace); enemyUnit = enemyGO.GetComponent <Unit>(); enemies.Add(enemyGO); GameObject enemy2 = Instantiate(enemies[0], enemySpace1); enemyUnit2 = enemy2.GetComponent <Unit>(); GameObject enemy3 = Instantiate(enemies[0], enemySpace2); enemyUnit2 = enemy2.GetComponent <Unit>(); dialogueText.text = "A wild " + enemyUnit.unitName + "Approaches"; playerHUD.SetHUD(playerUnit); playerHUD1.SetHUD(playerUnit1); playerHUD2.SetHUD(playerUnit2); enemyHUD.SetHUD(enemyUnit); //enemyHUD1.SetHUD(enemyUnit1); //enemyHUD2.SetHUD(enemyUnit2); yield return(new WaitForSeconds(2f)); state = BattleState.PLAYERTURN; PlayerTurn(); MainCameraView(); }
IEnumerator SetupBossBattle() { GameObject playerGO = Instantiate(playerPrefab, playerBattleStation); playerUnit = playerGO.GetComponent <PlayerUnit>(); GameObject enemyGO = Instantiate(enemyPrefab, BossBattleStation); enemyUnit = enemyGO.GetComponent <EnemyUnit>(); yield return(new WaitForEndOfFrame()); playerHUD.SetHUD(playerUnit); dialogueText.text = "Defeat the boss!"; yield return(new WaitForSeconds(2f)); state = BattleState.PLAYERTURN; PlayerTurn(); }
IEnumerator SetUpBattle() { state = BattleStates.Start; player = Instantiate(playerPrefab.gameObject, PlayerBattleStation).GetComponent <Unit>(); playerHUD.SetHUD(player); player.audioOrganizer = audioOrganizer; InstantiateEnemy(); if (enemy.type != Unit.EntityType.Boss) { yield return(new WaitForSeconds(introDialogueWaitTime)); } StartCoroutine(PlayerTurn()); }
/// <summary> /// Loads the player hud with all the data from the primary monster. /// </summary> void LoadPlayerMonsterHud() { GameObject playerGo = playerInventory.GetMonster(); playerGo.SetActive(true); playerGo.transform.parent = playerBattleStation; playerGo.transform.position = new Vector3(0.0f, 0.0f); playerGo.transform.localPosition = new Vector3(0.0f, 0.0f); playerMonster = playerGo.GetComponent <Monster>(); playerHUD.SetHUD(playerMonster); playerMonster.SetSprite(); playerHUD.SetMovesHUD(playerMonster); playerHUD.UpdateUsesHUD(playerMonster); }
IEnumerator SetupBattle() { GameObject playerGO = Instantiate(playerPrefab, playerBattleStation); playerUnit = playerGO.GetComponent <Unit>(); GameObject enemyGO = Instantiate(enemyPrefab, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); dialogueText.text = "A wild " + enemyUnit.unitName + " approaches..."; playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); yield return(new WaitForSeconds(3f)); dialogueText.text = enemyUnit.unitName + " appears weakened by your insults!"; enemyUnit.TakeDamage(playerUnit.damage); enemyHUD.SetHP(enemyUnit.currentHP); yield return(new WaitForSeconds(2f)); dialogueText.text = "Your confidence strengthens your level!"; playerUnit.unitLevel = 999; playerHUD.SetHUD(playerUnit); yield return(new WaitForSeconds(2f)); state = BattleState.PLAYERTURN; PlayerTurn(); }
public IEnumerator SetupBattle() { enemy.GetComponent <AI_Move>().isMoving = false; HUD_object.SetActive(true); //Get characters into battle playerCharacter = player.GetComponent <Character>(); enemyCharacter = enemy.GetComponent <Character>(); enemyHUD.SetHUD(enemyCharacter); playerHUD.SetHUD(playerCharacter); state = BattleState.PLAYERTURN; yield return(new WaitForSeconds(1f)); PlayerTurn(); }
IEnumerator SetupBattle() { int getCharacter; getCharacter = PlayerPrefs.GetInt(selectedCharacter); switch (getCharacter) { case 1: Instantiate(Mage, playerBattleStation); playerUnit = Mage.GetComponent <Unit>(); break; case 2: Instantiate(Warrior, playerBattleStation); playerUnit = Warrior.GetComponent <Unit>(); break; } whichEnemy = Random.Range(1, 4); if (whichEnemy == 1) { GameObject enemyGO = Instantiate(enemy1, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); } if (whichEnemy == 2) { GameObject enemyGO = Instantiate(enemy2, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); } if (whichEnemy >= 3) { GameObject enemyGO = Instantiate(enemy3, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); } dialogueText.text = "A " + enemyUnit.unitName + " attacks!"; playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); yield return(new WaitForSeconds(2f)); state = BattleState.PLAYERTURN; PlayerTurn(); }
IEnumerator SetupBattle() { GameObject playerGO = Instantiate(playerPrefab, playerLocation); PlayerUnit = playerGO.GetComponent <Stats>(); GameObject enemyGO = Instantiate(enemyPrefab, enemyLocation); EnemyUnit = enemyGO.GetComponent <Stats>(); //Retrieves stats about the two playerHUD.SetHUD(PlayerUnit); enemyHUD.SetHUD(EnemyUnit); yield return(new WaitForSeconds(2)); State = BattleState.PLAYERTURN; PlayerTurn(); }
void Awake() { GameObject playerGO_1 = Instantiate(playerPrefab_1); GameObject playerGO_2 = Instantiate(playerPrefab_2); GameObject playerGO_3 = Instantiate(playerPrefab_3); playerUnit_1 = playerGO_1.GetComponent <Unit>(); playerUnit_2 = playerGO_2.GetComponent <Unit>(); playerUnit_3 = playerGO_3.GetComponent <Unit>(); playerHUD_1.SetHUD(playerUnit_1); playerHUD_2.SetHUD(playerUnit_2); playerHUD_3.SetHUD(playerUnit_3); GameObject enemyGO = Instantiate(enemyPrefab); enemyUnit = enemyGO.GetComponent <Unit>(); enemyHUD.SetHUD(enemyUnit); }
IEnumerator SetupBattle() { //GameObject playerGO = Instantiate(playerPrefab, playerBattleStation); playerUnit = player.GetComponent <Unit>(); //GameObject enemyGO = Instantiate(enemyPrefab, enemyBattleStation); enemyUnit = enemy.GetComponent <Unit>(); dialogueText.text = "A wild " + enemyUnit.unitName + " approaches..."; playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); yield return(new WaitForSeconds(2f)); state = BattleState.PLAYERTURN; PlayerTurn(); }
IEnumerator SetupBattle() { playerGO = Instantiate(playerPrefab, playerBattleStation); playerUnit = playerGO.GetComponent <Unit>(); enemyGO = Instantiate(enemyPrefab, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); dialogueText.text = "Defeat " + enemyUnit.unitName; playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); yield return(new WaitForSeconds(2f)); state = BattleState.PLAYERTURN; PlayerTurn(); }
IEnumerator SetupBattle() { GameObject playerGo = Instantiate(player, playerLocation); GameObject enemyGo = Instantiate(enemy, enemyLocation); playerUnit = playerGo.GetComponent <Unit>(); enemyUnit = enemyGo.GetComponent <Unit>(); dialogueText.text = "A wild " + enemyUnit.unitName + " appeared!"; playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); playerUnit.ensureStats(); enemyUnit.ensureStats(); yield return(new WaitForSeconds(3f)); state = BattleState.MIDDLE; Middle(); }
IEnumerator SetupBattle() { // Instantiating the prefab and locataion for player character 1 Vector3 player1pos = player1Spawn.transform.position; Quaternion player1rot = player1Spawn.transform.rotation; GameObject player1GO = Instantiate(Resources.Load("cloud_prefab") as GameObject); player1GO.transform.position = player1pos; player1GO.transform.rotation = player1rot; playerUnit = player1GO.GetComponent <Unit>(); // Instantiating the prefab and locataion for player character 2 Vector3 player2pos = player2Spawn.transform.position; Quaternion player2rot = player2Spawn.transform.rotation; GameObject player2GO = Instantiate(Resources.Load("tifa_prefab") as GameObject); player2GO.transform.position = player2pos; player2GO.transform.rotation = player2rot; // CREATE UNIT REF HERE // Instantiating the prefab and locataion for enemy character 1 Vector3 enemy1pos = enemy1Spawn.transform.position; Quaternion enemy1rot = enemy1Spawn.transform.rotation; GameObject enemy1GO = Instantiate(Resources.Load("sephiroth_prefab") as GameObject); enemy1GO.transform.position = enemy1pos; enemy1GO.transform.rotation = enemy1rot; enemyUnit = enemy1GO.GetComponent <Unit>(); // CREATE UNIT REF HERE playerHUD.SetHUD(playerUnit); enemyHUD.SetHUD(enemyUnit); yield return(new WaitForSeconds(2f)); state = BattleState.PLAYERTURN; PlayerTurn(); }