//======================================================================================= // > Update Functions < //======================================================================================= //-----------------------------------Attack----------------------------------------- //Attack enemy private void attack() { if (_enemyCombat.currentAction == EnemyCombat.FIGHTACTION.NOTHING) { _enemyStats.hp--; _combatSounds.playSound(0); lastAttack = timer; } else { } }
//-----------------------------------ÇoncludeAction------------------------------------------ //Concludes the action of the monster, whether it damages or not public void concludeAction() { float randomBuffer = UnityEngine.Random.Range(0f, maxRandomBuffer); _currentBuffer += Time.deltaTime; if (_tutorialEnemy == null) { if (_currentBuffer > bufferTime + randomBuffer) { _currentBuffer = 0f; playerHasActed = false; if (currentAction != FIGHTACTION.NOTHING) { if (!attackFailed) { _playerStats.hp--; CombatSounds playerSounds = _player.GetComponent <CombatSounds>(); if (_playerStats.hp <= 0) { playerSounds.playSound(4); } else { playerSounds.playSound(3); } } } goToNextAction(); } } //TUTORIAL ENEMY CONCLUDE ACTION //Tutorial, tutorial, Left, Tutorial, Right, Tutorial, Slash, Tutorial, Right, Bash, Left, Tutorial, Attack else if (_currentBuffer > bufferTime + randomBuffer) { _currentBuffer = 0f; playerHasActed = false; if (currentAction != FIGHTACTION.NOTHING && currentAction != FIGHTACTION.TUTORIAL) { if (!attackFailed) { CombatSounds playerSounds = _player.GetComponent <CombatSounds>(); if (_playerStats.hp <= 0) { playerSounds.playSound(4); } else { playerSounds.playSound(3); } } } if (!attackFailed && (_actionIndex == 2 || _actionIndex == 4 || _actionIndex == 6)) { if (_actionIndex == 2) { goToNextAction(1); } if (_actionIndex == 4) { goToNextAction(3); } if (_actionIndex == 6) { goToNextAction(5); } } else { goToNextAction(); } } }