Example #1
0
    /// <summary>
    /// Attack the player
    /// We won't do this like this eventually, but for now, this can be how it's done
    /// This needs to be fixed
    /// </summary>
    public IEnumerator Attack()
    {
        Debug.Log("we are calculating hit chance : " + targetUnit.armorType.ToString() + " " + damageType.ToString());
        float hitChance      = damageCalculations.calculateHitChance(targetUnit.armorType, damageType);
        bool  criticalStrike = false;
        float criticalDamage = 1.0f;

        // tell our battle manager that we are done
        GameBoyBattleManager batMan = Camera.main.GetComponent <GameBoyBattleManager> ();



        double randomNum = Random.Range(0, 101) / 100.00;

        Debug.Log("MISS CHANCE : " + hitChance + " AND RANDOM ROLL :  " + randomNum);

        if (randomNum > hitChance)
        {
            attackDodged = true;


            // start dodging
            attackDone = "'s attack is dodged by " + targetUnit.playerName + "!";
        }

        float critChance = damageCalculations.calculateCritChance(targetUnit.armorType, damageType);

        // if we hit, then calculate to see if we got our crit
        if (!attackDodged && (randomNum <= hitChance * critChance))
        {
            Debug.Log("RANDOM NUM : " + randomNum + " <= " + (hitChance * critChance));

            criticalStrike = true;
            // otherwise, calculate crit chance

            anim.SetTrigger("IsAttacking");
            attackFinished = false;
            hasRetreated   = false;
            criticalDamage = 1.5f;
        }
        else
        {
            // otherwise, calculate crit chance

            anim.SetTrigger("IsAttacking");
            attackFinished = false;
            hasRetreated   = false;
        }


        // until the animation is done.... keep moving
        while (!attackFinished)
        {
            yield return(null);
        }


        // if critical strike, increase the damage dealt


        damageDealt = Mathf.RoundToInt(Random.Range(attackDamageBase * 0.8f, attackDamageBase * 1.2f) * criticalDamage);


        // If the player has health to lose...
        if (targetUnit.currentHealth > 0 && attackDodged == false)
        {
            // ... damage the player.
            targetUnit.underAttack = true;
            StartCoroutine(targetUnit.TakeDamage(damageDealt));
            while (targetUnit.underAttack)
            {
                yield return(null);
            }


            attackDone = " attacks " + targetUnit.playerName;

            if (criticalStrike)
            {
                attackDone += ". Critical.";
            }
        }



        // reset our bool
        attackDodged = false;


        anim.SetTrigger("IsRetreating");


        while (!hasRetreated)
        {
            yield return(null);
        }

        anim.SetTrigger("HasRetreated");



        batMan.turnFinished       = true;
        batMan.attackDone         = attackDone;
        Toolbox.Instance.isLocked = false;

        yield return(new WaitForSeconds(0.3f));
    }