// Update is called once per frame void Update() { myStudent = GameObject.Find("battleBackground").GetComponent<BattleButtonManage>().CurrentMine; enemyStudent = GameObject.Find("battleBackground").GetComponent<BattleButtonManage>().CurrentEnemy; if (myStudent.retStuStatus() == status.fire) blend = 0; else if (myStudent.retStuStatus() == status.none) blend = 0.2f; else if (myStudent.retStuStatus() == status.paralysis) blend = 0.4f; else if (myStudent.retStuStatus() == status.poison) blend = 0.6f; else if (myStudent.retStuStatus() == status.sleep) blend = 0.8f; else if(myStudent.retStuStatus() == status.faint) blend = 1.0f; anim.SetFloat("Blend", blend); }
//student doesn't move on this turn when return 1(by sleep), 2(by paralyze). 0 is normal. public int checkBattleTurnStartEvent(Student stu) { if (stu.retStuStatus() == status.sleep) { float value = Random.value; if (value <= 0.2f) { stu.giveAStatus(status.none); return 0; } else { return 1; } } if (stu.retStuStatus() == status.paralysis) { float value = Random.value; if (value <= 0.25f) { return 0; } else { return 2; } } return 0; }
public void checkBattleTurnEndEvent(Student stu) { if (stu.retStuStatus() == status.poison) stu.getDamage((int)(stu.retStuStat(5)*5.0/8)); }