Example #1
0
 // Update is called once per frame
 void Update()
 {
     if (BattleMachine.IsEnemyChoosing)
     {
         if (c % 2 == 0)
         {
             Debug.Log("Enemy 1 Selected");
             Virus1 virus1Controller = virus1.GetComponent <Virus1>();
             IsVirus1Playing = true;
             BattleMachine.IsEnemyChoosing = false;
         }
         else
         {
             Debug.Log("Enemy 2 Selected");
             Virus1 virus2Controller = virus2.GetComponent <Virus1>();
             IsVirus1Playing = true;
             BattleMachine.IsEnemyChoosing = false;
         }
     }
     c++;
 }
    void Update()
    {
        switch (states)
        {
        case BattleStates.Start:
            this.setActivateButtonStatePlayerEnemy(1);
            break;


        case BattleStates.PlayerSelection:



            this.dialogText.text = "Select Hacker H o E ,  Life energy Hacker: " + this.scoreData.hLife + ", Mago: " + this.scoreData.mLife +
                                   "\n Vida del enemigo 1 " + lifeBattleVirus1 + " Vida del enemigo 2: " + lifeBattleVirus2;

            Debug.Log("H o E");

            if (Input.GetKeyDown(KeyCode.H) || this.botonPresionado == 1)
            {
                Player.IsHackerPlaying = true;
                dialogText.text        = "You selected hacker";
                states = BattleStates.EnemySelection;
            }
            else if (Input.GetKeyDown(KeyCode.E) || this.botonPresionado == 2)
            {
                dialogText.text      = "You selected mago";
                Player.IsMagoPlaying = true;
                states = BattleStates.EnemySelection;
            }

            break;

        case BattleStates.SkillSelection:

            this.dialogText.text = "Select an action  \n\n ScoreData ShootPoint: " + scoreData.shootingPoints;

            if (Player.IsMagoPlaying)
            {
                if (Input.GetKeyDown(KeyCode.H))
                {
                    _damage = 5;
                    // _states.Pixeling();
                    Debug.Log("pixel");
                    Player.IsMagoPlaying = false;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKeyDown(KeyCode.K) && Mago.Instance._electricityLimit > 0)
                {
                    _damage       = 10;
                    scoreData.xp += 10;
                    //_states.Electricity();
                    Debug.Log("Electricity");
                    Player.IsMagoPlaying = false;
                    Mago.Instance._electricityLimit--;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKeyDown(KeyCode.L) && scoreData.mana >= 25)
                {
                    //_states.Light();
                    Debug.Log("Light");
                    _damage              = 15;
                    scoreData.mana      -= 25;
                    Player.IsMagoPlaying = false;
                    RestScore();
                    states        = BattleStates.Enemyturn;
                    scoreData.xp += 10;
                }
                else if (Input.GetKeyDown(KeyCode.M) && shopData.healSold == true)
                {
                    scoreData.hLife = 100;
                    scoreData.mLife = 100;
                    scoreData.mana  = 0;
                    Debug.Log("heal");
                    _damage = 0;
                    Player.IsMagoPlaying = false;
                    RestScore();
                    scoreData.xp += 5;
                    states        = BattleStates.Enemyturn;
                }
                else if (Input.GetKeyDown(KeyCode.N) && shopData.electroshockSold == true)
                {
                    _damage = 20;
                    Debug.Log("electroshock");
                    Player.IsMagoPlaying = false;
                    scoreData.xp        += 5;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKeyDown(KeyCode.O) && shopData.updateSold == true)
                {
                    scoreData.mLife += 50;
                    _damage          = 0;
                    Debug.Log("update");
                    Player.IsMagoPlaying = false;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
                if (lifeBattleVirus1 <= 0 & lifeBattleVirus2 <= 0)
                {
                    states = BattleStates.Won;
                }
            }
            else if (Player.IsHackerPlaying)
            {
                if (Input.GetKey(KeyCode.H))
                {
                    _damage = 5;
                    Debug.Log("1");
                    Player.IsHackerPlaying = false;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKey(KeyCode.K))
                {
                    _damage = 10;
                    Debug.Log("2");
                    Player.IsHackerPlaying = false;
                    scoreData.xp          += 5;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKey(KeyCode.L) && scoreData.mana >= 25) //añadir condicion
                {
                    _damage         = 15;
                    scoreData.mana -= 25;
                    Debug.Log("3");
                    scoreData.xp          += 10;
                    Player.IsHackerPlaying = false;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKeyDown(KeyCode.M) && shopData.resettingSold == true)
                {
                    scoreData.hLife = 100;
                    scoreData.mana += 25;
                    Debug.Log("4 shop");
                    Player.IsHackerPlaying = false;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKeyDown(KeyCode.N) && shopData.controlzSold == true)
                {
                    scoreData.hLife = +_damage;
                    _damage         = 0;
                    Debug.Log("5 shop");
                    Player.IsHackerPlaying = false;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKeyDown(KeyCode.O) && shopData.deleteSold == true)
                {
                    _damage       = 20;
                    scoreData.xp += 5;
                    Debug.Log("6 shop");
                    Player.IsHackerPlaying = false;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
            }
            break;

        case BattleStates.EnemySelection:

            this.dialogText.text = "Select an anemy to attack";
            Debug.Log("B o V");

            this.setActivateButtonStatePlayerEnemy(2);

            if (Input.GetKey(KeyCode.V))
            {
                this.dialogText.text = ("Attack to Virus 1");
                virus1Choosed        = true;
                states = BattleStates.SkillSelection;
            }

            else if (Input.GetKey(KeyCode.B))
            {
                this.dialogText.text = ("Attack to Virus 2");
                virus2Choosed        = true;
                states = BattleStates.SkillSelection;
            }
            if (lifeBattleVirus1 <= 0 & lifeBattleVirus2 <= 0)
            {
                states = BattleStates.Won;
                EndBattle();
            }
            break;

        case BattleStates.Enemyturn:
            Debug.Log("Enemy Turn");
            dialogText.text = "Enemy Turn";

            if (c % 2 == 0)
            {
                this.dialogText.text = ("Enemy 1 Selected");
                Debug.Log("enemy 1");
                Virus1 virus1Controller = virus1.GetComponent <Virus1>();
                Enemy.IsVirus1Playing = true;
                dialogText.text       = "Virus 1 Attacking! \n\n" + virus1Controller.ToString();
                states = BattleStates.EnemySelect;
                //states = BattleStates.Enemyturn;
            }
            else
            {
                this.dialogText.text = ("Enemy 2 Selected");
                Debug.Log("enemy 2");
                Virus1 virus2Controller = virus2.GetComponent <Virus1>();
                Enemy.IsVirus1Playing = true;
                this.dialogText.text  = "" + virus2Controller.ToString();
                dialogText.text       = "Virus 2 Attacking! " + virus2Controller.ToString();
                states = BattleStates.EnemySelect;
                //states = BattleStates.Enemyturn;
            }
            c++;

            break;

        case BattleStates.EnemySelect:

            RandomState.StateLimits = 3;
            RandomState.RandomStateMethod();
            this.dialogText.text = ("Virus is choosing");
            switch (RandomState.StateE)
            {
            case 1:
                //_states.Attack();
                _damage = 5;
                this.dialogText.text = ("2-Invisibility");
                Debug.Log("enemy");
                Enemy.IsVirus1Playing = false;
                states = BattleStates.EnemySelectPlayer;
                break;

            case 2:
                //_states.Attack();
                _damage = 10;
                this.dialogText.text = ("2-Attack");
                Debug.Log("enemy");
                Enemy.IsVirus1Playing = false;
                states = BattleStates.EnemySelectPlayer;
                break;

            case 3:
                //_states.Scanner();
                _damage = 15;
                this.dialogText.text = ("2-Scanner");
                Debug.Log("enemy");
                Enemy.IsVirus1Playing = false;
                states = BattleStates.EnemySelectPlayer;
                break;

            default:
                this.dialogText.text  = ("No anda el virus");
                Enemy.IsVirus1Playing = false;
                break;
            }

            //states = BattleStates.EnemySelect;  //Esto lo puse yo para probar
            break;


        case BattleStates.EnemySelectPlayer:


            if (RandomState.StateE % 2 == 0)
            {
                this.dialogText.text = ("Attack to Hacker");
                Debug.Log("to hacker");
                scoreData.hLife = scoreData.hLife - _damage;
                //states = BattleStates.PlayerSelection;
            }
            else
            {
                this.dialogText.text = ("Attack to Mago");
                Debug.Log("to mago");
                scoreData.mLife = scoreData.mLife - Virus1.Instance._damage;
                //states = BattleStates.PlayerSelection;
            }


            //Le ponemos un OR exclusivo
            if (scoreData.hLife <= 0 || scoreData.mLife <= 0)     //el score es la vida de los players
            {
                states = BattleStates.Lost;
                EndBattle();
            }

            //this.dialogText.text = "Vida del personaje " + scoreData.mLife + ", hacker: " + scoreData.hLife;


            //Esto lo puse yo para probar
            states = BattleStates.PlayerSelection;

            break;

        default: break;
        }

        /*  if (OnPlayerTurn)
         * {
         *    states = BattleStates.PlayerTurn;
         *    StartCoroutine(PlayerTurn());
         * }
         * else if (!OnPlayerTurn)
         * {
         *    states = BattleStates.Enemyturn;
         *    StartCoroutine(EnemyTurn());
         * }*/
    }
Example #3
0
 private void Awake()
 {
     Instance = this;
 }
Example #4
0
    void Update()
    {
        switch (states)
        {
        case BattleStates.Start:
            break;

        case BattleStates.PlayerSelection:
            Debug.Log("Select Hacker o E");

            if (Input.GetKeyDown(KeyCode.H))
            {
                Player.IsHackerPlaying = true;
                dialogText.text        = "You selected hacker";
                states = BattleStates.EnemySelection;
            }
            else if (Input.GetKeyDown(KeyCode.E))
            {
                dialogText.text      = "You selected mago";
                Player.IsMagoPlaying = true;
                states = BattleStates.EnemySelection;
            }

            break;

        case BattleStates.SkillSelection:
            Debug.Log("Select an action");
            if (Player.IsMagoPlaying)
            {
                if (Input.GetKeyDown(_pixelKey))
                {
                    _damage = 5;
                    // _states.Pixeling();
                    Debug.Log("pixel");
                    Player.IsMagoPlaying = false;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKeyDown(_electricityKey) && Mago.Instance._electricityLimit > 0)
                {
                    _damage = 10;
                    //_states.Electricity();
                    Debug.Log("Electricity");
                    Player.IsMagoPlaying = false;
                    Mago.Instance._electricityLimit--;
                    RestScore();
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKeyDown(_LightingKey) && scoreData.shootingPoints == 100)
                {
                    _damage = 15;
                    //_states.Light();
                    Debug.Log("Light");
                    Player.IsMagoPlaying = false;
                    RestScore();
                    states = BattleStates.Enemyturn;
                    scoreData.shootingPoints = 0;
                }
                if (lifeBattleVirus1 <= 0 & lifeBattleVirus2 <= 0)
                {
                    states = BattleStates.Won;
                }
            }
            else if (Player.IsHackerPlaying)
            {
                if (Input.GetKeyDown(bugKey))
                {
                    _damage = 5;
                    Debug.Log("1");
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKeyDown(copyKey))
                {
                    _damage = 10;
                    Debug.Log("2");
                    Hacker.Instance._damage = 10;
                    states = BattleStates.Enemyturn;
                }
                else if (Input.GetKeyDown(stealKey))     //añadir condicion
                {
                    _damage = 15;
                    Debug.Log("3");
                    states = BattleStates.Enemyturn;
                }
            }
            break;

        case BattleStates.EnemySelection:
            Debug.Log("Select an anemy to attack");
            if (Input.GetKeyDown(KeyCode.Keypad1))
            {
                Debug.Log("Attack to Virus 1");
                virus1Choosed = true;
                states        = BattleStates.SkillSelection;
            }

            else if (Input.GetKeyDown(KeyCode.Keypad2))
            {
                Debug.Log("Attack to Virus 2");
                virus2Choosed = true;
                states        = BattleStates.SkillSelection;
            }
            if (lifeBattleVirus1 <= 0 & lifeBattleVirus2 <= 0)
            {
                states = BattleStates.Won;
                EndBattle();
            }
            break;

        case BattleStates.Enemyturn:

            dialogText.text = "Enemy Turn";

            if (c % 2 == 0)
            {
                Debug.Log("Enemy 1 Selected");
                dialogText.text = "Virus 1 Attacking!";
                Virus1 virus1Controller = virus1.GetComponent <Virus1>();
                Enemy.IsVirus1Playing = true;
                states = BattleStates.EnemySelect;
            }
            else
            {
                Debug.Log("Enemy 2 Selected");
                dialogText.text = "Virus 2 Attacking!";
                Virus1 virus2Controller = virus2.GetComponent <Virus1>();
                Enemy.IsVirus1Playing = true;
                states = BattleStates.EnemySelect;
            }
            c++;

            break;

        case BattleStates.EnemySelect:

            RandomState.StateLimits = 3;
            RandomState.RandomStateMethod();
            Debug.Log("Virus is choosing");
            switch (RandomState.StateE)
            {
            case 1:
                //_states.Attack();
                _damage = 5;
                Debug.Log("2-Invisibility");
                Enemy.IsVirus1Playing = false;
                states = BattleStates.EnemySelectPlayer;
                break;

            case 2:
                //_states.Attack();
                _damage = 10;
                Debug.Log("2-Attack");
                Enemy.IsVirus1Playing = false;
                states = BattleStates.EnemySelectPlayer;
                break;

            case 3:
                //_states.Scanner();
                _damage = 15;
                Debug.Log("2-Scanner");
                Enemy.IsVirus1Playing = false;
                states = BattleStates.EnemySelectPlayer;
                break;

            default:
                Debug.Log("No anda el virus");
                Enemy.IsVirus1Playing = false;
                break;
            }
            break;

        case BattleStates.EnemySelectPlayer:
            if (RandomState.StateE % 2 == 0)
            {
                Debug.Log("Attack to Hacker");
                scoreData.hLife = scoreData.hLife - _damage;
                states          = BattleStates.PlayerSelection;
            }
            else
            {
                Debug.Log("Attack to Electroquinetic");
                scoreData.mLife = scoreData.mLife - Virus1.Instance._damage;
                states          = BattleStates.PlayerSelection;
            }
            if (scoreData.hLife <= 0 & scoreData.mLife <= 0) //el score es la vida de los players
            {
                states = BattleStates.Lost;
                EndBattle();
            }
            break;

        default:
            break;
        }

        /*  if (OnPlayerTurn)
         * {
         *    states = BattleStates.PlayerTurn;
         *    StartCoroutine(PlayerTurn());
         * }
         * else if (!OnPlayerTurn)
         * {
         *    states = BattleStates.Enemyturn;
         *    StartCoroutine(EnemyTurn());
         * }*/
    }