Example #1
0
    // A attack, D defend, H health
    IEnumerator TurnRoutine()
    {
        while (true)
        {
            // Player gets first turn
            if (isPlayer && isAttacking)
            {
                Debug.Log("Player attacking");
                if (Input.GetKey(KeyCode.A))
                {
                    //TODO: do attack animation
                    if (!otherFighter.Defending)
                    {
                        otherHealth.decreaseHealth(attackPower);
                    }
                    otherFighter.Defending = false;

                    if (otherHealth.IsDead())
                    {
                        GameManager.S.ShowGameOver();
                        break;
                    }

                    isAttacking            = false;
                    otherFighter.Attacking = true;
                }
                else if (Input.GetKey(KeyCode.D))
                {
                    //TODO: do defense animation
                    myHealth.ActivateDefense(true);

                    isAttacking            = false;
                    otherFighter.Attacking = true;
                }
                else if (Input.GetKey(KeyCode.H))
                {
                    //TODO: do health animation
                    myHealth.IncreaseHealth(recoverPower);

                    isAttacking            = false;
                    otherFighter.Attacking = true;
                }
                else
                {
                    yield return(null);

                    continue;
                }

                // AI is attacking
            }
            else if (isAttacking)
            {
                Debug.Log("AI Attacking");
                int rand = Random.Range(1, 3);
                switch (rand)
                {
                //TODO: add the animations
                case 1:
                    if (!otherFighter.Defending)
                    {
                        otherHealth.decreaseHealth(attackPower);
                    }
                    otherFighter.Defending = false;
                    break;

                case 2:
                    myHealth.ActivateDefense(true);
                    break;

                default:
                    myHealth.IncreaseHealth(recoverPower);
                    break;
                }
                if (otherHealth.IsDead())
                {
                    GameManager.S.ShowGameOver();
                    break;
                }
                isAttacking            = false;
                otherFighter.Attacking = true;
            }
            else
            {
                Debug.Log("Waiting");
                //Wait until other fighter does something
                yield return(new WaitUntil(() => isAttacking == true));
            }

            yield return(null);
        }
    }