private IEnumerator EnemyAbilityInstantTime() { EventManager.Instance.SetEnemyAbilityName(currentAbility.GetName()); // Set UI yield return(new WaitForSeconds(0.5f)); // Attacker attacker.AttackAnimation(currentAbility); // Select target CharacterFriendly target = SelectRandomTarget(); if (tutorial) // TODO: cleanup { target = friendlyCharacters[1]; } audioSource.PlayOneShot(currentAbility.sound); currentAbility.effect(target, attacker); // EventManager.Instance.AbilityUsed(attacker.abilities[0].GetName()); SpawnVisualEffect(target); yield return(new WaitForSeconds(1f)); enemyCharacters[currentEnemyNr].CharacterDeselect(); // Deselect character SwitchTurn(); // Enemy Turn end }
private void Start() { icon1anim = abilityIcon1.GetComponent <Animator>(); icon2anim = abilityIcon2.GetComponent <Animator>(); character = GetComponent <CharacterFriendly>(); }
private IEnumerator DeselectTimer(CharacterFriendly character) { yield return(new WaitForSeconds(0.2f)); currentCharacter = null; character.CharacterDeselect(); EventManager.Instance.CloseFriendlyName(); CameraMove.Instance.ReturnCamera(); }
private CharacterFriendly SelectRandomTarget() { CharacterFriendly target = null; int rand; while (target == null) { rand = Random.Range(0, friendlyCharacters.Count); if (friendlyCharacters[rand].isAlive) { target = friendlyCharacters[rand]; } } return(target); }
private void SetupUI(Sprite[] sprites) { if (character == null) { character = GetComponent <CharacterFriendly>(); icon1anim = abilityIcon1.GetComponent <Animator>(); icon2anim = abilityIcon2.GetComponent <Animator>(); } inputIcon.sprite = sprites[character.characterNumber]; characterName.text = character.characterName; abilityIcon1.sprite = PartyController.Instance.abilitySet1[character.characterNumber].icon; abilityIcon1.SetNativeSize(); icon1anim.SetInteger("ColorBW", 1); abilityIcon2.sprite = PartyController.Instance.abilitySet2[character.characterNumber].icon; abilityIcon2.SetNativeSize(); icon2anim.SetInteger("ColorBW", 0); }