private void Attack() { switch (stats.element) { case EnemiesController.enemyElements.AIR: battle.enemyAbility = 1; if (attackAll) { battle.enemyAbility = 26; } break; case EnemiesController.enemyElements.FIRE: battle.enemyAbility = 8; if (attackAll) { battle.enemyAbility = 9; } break; case EnemiesController.enemyElements.WATER: battle.enemyAbility = 17; if (attackAll) { battle.enemyAbility = 18; } break; case EnemiesController.enemyElements.EARTH: battle.enemyAbility = 25; if (attackAll) { battle.enemyAbility = 24; } break; } if (attack_type == enemy_attack_type.MAGIC) { // Debug.Log("Habilidad"); battle.doAbilityE(selectedObjective.gameObject); } else { // Debug.Log("Fisico"); if (attackAll) { for (int i = 0; i < battle.playersAlive.Count; i++) { battle.doAttackEP(stats, battle.playersAlive[i].GetComponent <Stats>()); } } else { battle.doAttackEP(stats, selectedObjective); } } state = state_machine.END; }
void Start() { //move.Init (LerpIncrement, LerpRotation, this); //attack.Init (this); stats = GetComponent <Stats> (); AItype = stats.type; state = state_machine.END; }
void EvaluateState() { switch (state) { case state_machine.SEARCH: SelectObjective(); state = state_machine.MOVE; break; case state_machine.MOVE: state = state_machine.ATTACK; break; case state_machine.ATTACK: Attack(); break; } }
void StartIA() { state = state_machine.SEARCH; //move.Start(); //attack.Start(); }