Example #1
0
    // Update is called once per frame
    void Update()
    {
        //Player selects their target
        if (gameState == 0)
        {
            selectTarget();
        }

        //Player selects their attack
        else if (gameState == 1)
        {
            hideUI.SetActive(true);

            //If a button is clicked
            if (Input.GetButtonDown("Submit"))
            {
                hideUI.SetActive(false);
                gameState = 3;
            }
        }

        //Activates the minigame
        else if (gameState == 2)
        {
            //If a minigame is being played....
            if (gameActive)
            {
                //...Display the timer
                if (timer > 0)
                {
                    timerText.text = timer.ToString();
                }

                //If the timer goes below zero, won't display negatives
                else
                {
                    timerText.text = "0.0";
                }

                //Minigames are played here, as long as the timer is going
                if (timer > 0)
                {
                    //Tenderizer minigam
                    if (whichGame == 1)
                    {
                        mg.Tenderizer();
                    }

                    //Sause Toss minigame
                    else if (whichGame == 2)
                    {
                        mg.SauceToss();
                    }

                    //Orgeno Stun minigame
                    else if (whichGame == 3)
                    {
                        mg.OregenoStun();
                    }

                    //Emergency overflow catch
                    else
                    {
                        Debug.Log("Minigame Selection Error");
                    }
                }
                //When the timer runs out...
                else
                {
                    //Damages the enemy
                    enemyList[playerSelect].takeDamage(mg.score);

                    //Disables the minigame
                    gameActive = false;
                    timer      = 3;
                    gameState  = 3;
                }
            }

            //Enemy Attacks the player
            else if (gameState == 4)
            {
                print("IM ATTACKING");
                for (int i = 0; i < enemyList.Length; i++)
                {
                    enemyList[i].attack();
                }
                gameState = 0;
            }
        }
    }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        //Player selects their target
        if (gameState == 0)
        {
            for (var i = 0; i < buttons.Length; i++)
            {
                buttons[i].interactable = false;
            }
            combatText.text = "Select a target!";
            mg.score        = 0;
            for (int i = 0; i < enemyList.Length; i++)
            {
                if (i == playerSelect)
                {
                    enemyList[i].glow();
                }
                else
                {
                    enemyList[i].unglow();
                }
                selectTarget();
            }
        }

        //Player selects their attack
        else if (gameState == 1)
        {
            combatText.text = "Choose your spell!";
            //hideUI.SetActive(true);
            for (var i = 0; i < buttons.Length; i++)
            {
                buttons[i].interactable = true;
            }
            //Assigns a button to the event system, if it doesn't have one
            if (es.currentSelectedGameObject != buttons[0].gameObject && !selectingAttack)
            {
                es.SetSelectedGameObject(buttons[0].gameObject);
                selectingAttack = true;
            }

            //If a button is clicked
            if (Input.GetButtonDown("Submit"))
            {
                //hideUI.SetActive(false);
                for (var i = 0; i < buttons.Length; i++)
                {
                    buttons[i].interactable = false;
                }
                //gameState = 3;
            }
        }

        //Activates the minigame
        else if (gameState == 2)
        {
            selectingAttack = false;
            //If a minigame is being played....
            if (gameActive)
            {
                scoreText.text = "Score: " + mg.score;
                //hideUI.SetActive(false);
                for (var i = 0; i < buttons.Length; i++)
                {
                    buttons[i].interactable = false;
                }
                timer -= Time.deltaTime;

                //...Display the timer
                if (timer > 0)
                {
                    timerText.text = timer.ToString();
                }

                //If the timer goes below zero, won't display negatives
                else
                {
                    timerText.text = "0.0";
                }

                //Minigames are played here, as long as the timer is going
                if (timer > 0)
                {
                    //Tenderizer minigam
                    if (whichGame == 1)
                    {
                        mg.Tenderizer();
                        comboAttack[0]  = true;
                        combatText.text = "Mash the shoulder buttons!";
                    }

                    //Sause Toss minigame
                    else if (whichGame == 2)
                    {
                        mg.SauceToss();
                        comboAttack[1]  = true;
                        combatText.text = "Spin the analog stick!";
                    }

                    //Orgeno Stun minigame
                    else if (whichGame == 3)
                    {
                        mg.OregenoStun();
                        comboAttack[2]  = true;
                        combatText.text = "Press X on time!";
                    }

                    //Emergency overflow catch
                    else
                    {
                        Debug.Log("Minigame Selection Error");
                    }
                }
                //When the timer runs out...
                else
                {
                    comboStateReached = true;

                    for (int i = 0; i < comboAttack.Length; i++)
                    {
                        if (comboAttack[i] == false)
                        {
                            comboStateReached = false;
                            break;
                        }
                    }

                    //If the ulimate attack is successful, executes it here:
                    if (comboStateReached)
                    {
                        combatText.text = "ULTIMATE MOVE! MEATBALLISTIC MISSILE!";
                        for (int j = 0; j < enemyList.Length; j++)
                        {
                            enemyList[j].takeDamage(30);
                        }
                    }
                    else
                    {
                        //Damages the enemy
                        enemyList[playerSelect].takeDamage(mg.score, whichGame);
                    }

                    //Disables the minigame
                    mg.oreganoMinigame.gameObject.SetActive(false);
                    gameActive = false;
                    timer      = 3;
                    gameState  = 3;
                }
            }
        }
        //Enemy Attacks the player
        else if (gameState == 3)
        {
            enemyList[index].attack();
            //enemyList[index].callOut();
            gameState = 4;
            index++;

            //ensures that we'll never go over the enemy list
            if (index > enemyList.Length - 1)
            {
                enemyTurn = false;
            }
            else
            {
                enemyTurn = true;
                pTimer    = enemyDelay;
            }

            print("IM ATTACKING");

            /*for (int i = 0; i < enemyList.Length; i++)
             * {
             *
             *  enemyList[i].attack();
             *
             * }*/


            gameState = 4;
        }
        else if (gameState == 4)
        {
            pTimer -= Time.deltaTime;
            if (pTimer <= 0)
            {
                pTimer = turnDelay;
                if (!enemyTurn)
                {
                    gameState = 0;
                    index     = 0;
                }
                else
                {
                    gameState = 3;
                }
            }
        }
    }