IEnumerator PlayerHeal() { playerStats.Heal(10); playerHud.SetHp(playerStats.hpCurrent); trackerText.text = "You heal 10 points!"; yield return(new WaitForSeconds(2f)); combatState = CombatSystem.EnemyTurn; StartCoroutine(EnemyTurn()); }
IEnumerator PlayerHeal() { Instantiate(healEffect, playerSpawn.transform.position, Quaternion.identity); playerStats.Heal(10); playerHud.SetHp(playerStats.hpCurrent); trackerText.text = "You heal 10 points!"; yield return(new WaitForSeconds(2f)); combatState = CombatSystem.EnemyTurn; StartCoroutine(EnemyTurn()); }
IEnumerator PlayerAttack() { playerStats.damage = Random.Range(1, 16); bool isDead = enemyStats.AttackDamage(playerStats.damage); enemyHud.SetHp(enemyStats.hpCurrent); trackerText.text = "You deal " + playerStats.damage.ToString() + " damage!"; yield return(new WaitForSeconds(2f)); if (isDead) { combatState = CombatSystem.Win; EndFight(); } else { combatState = CombatSystem.EnemyTurn; StartCoroutine(EnemyTurn()); } }