Example #1
0
    public void GameOver(bool forced)
    {
        int g = GameOverCheck();

        if (g != -1 || forced)
        {
            isOver = true;
            if (g == 1)
            {
                Debug.Log("You Win");
            }
            else
            {
                Debug.Log("You Lost");
            }

            this.gameObject.SetActive(false);
            MidGameUI.SetActive(false);
            StartGameUI.SetActive(true);
            PauseGameUI.SetActive(false);
            camera.StartIt();
            camera.GameStart();
            isPaused = false;
        }
    }
Example #2
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            PauseButton();
        }

        if (!isOver)
        {
            if (!isPaused)
            {
                Arrow.Target = currentTurn.GiveCulprit.Object;
                if (currentTurn.culprit.TeamNumber == 1)
                {
                    isPlayer = true;
                }
                else
                {
                    isPlayer = false;
                }

                if (!isPlayer)
                {
                    if (!currentTurn.isFinished)
                    {
                        aI.Update();
                    }
                }
                else
                {
                    if (!isWaiting())
                    {
                        currentTurn.targetAquired = true;
                        currentTurn.Update();
                    }
                }

                DeleteCharacters();
                GameOver(false);
                Range();
            }
            else
            {
                PauseGameUI.SetActive(true);
            }
        }

        /* Debug.Log($"Turn isMoving: {currentTurn.isMoving}");
         * Debug.Log($"Turn isAttacking: {currentTurn.isAttacking}");
         * Debug.Log($"Turn usedSkill: {currentTurn.usedSkill}"); */
    }
Example #3
0
    public void PauseButton()
    {
        if (isPaused)
        {
            PauseGameUI.SetActive(false);
            MidGameUI.SetActive(true);
        }
        else
        {
            MidGameUI.SetActive(false);
        }

        isPaused = !isPaused;
    }