public string GetAnimationState(bool isFull) { if (isFull) { return(StanceState.ToString() + ActionState.ToString() + MotionState.ToString() + DirectionState.ToString()); } else { return(((int)StanceState).ToString() + ((int)ActionState).ToString() + ((int)MotionState).ToString() + ((int)DirectionState).ToString()); } }
void Rules() { Debug.Log("Player uses " + playerCurrentAction.ToString() + " and Enemy uses " + enemyCurrentAction.ToString()); if (enemyCurrentAction == ActionStates.IDLE && playerCurrentAction == ActionStates.IDLE) { Debug.Log(PointsManager(false, false, 0)); } if ((enemyCurrentAction == ActionStates.QUICK_ATTACK || enemyCurrentAction == ActionStates.SPELL ) && playerCurrentAction == ActionStates.IDLE) { Debug.Log(PointsManager(false, true, 1)); } if (enemyCurrentAction == ActionStates.QUICK_ATTACK && playerCurrentAction == ActionStates.BLOCK) { Debug.Log(PointsManager(true, false, 1)); } if (enemyCurrentAction == ActionStates.SPELL && playerCurrentAction == ActionStates.BLOCK) { Debug.Log(PointsManager(false, true, 1)); } if (enemyCurrentAction == ActionStates.BLOCK && playerCurrentAction == ActionStates.BLOCK) { Debug.Log(PointsManager(false, false, 0)); } if (enemyCurrentAction == ActionStates.QUICK_ATTACK && playerCurrentAction == ActionStates.QUICK_ATTACK) { Debug.Log(PointsManager(false, false, 0)); } if (enemyCurrentAction == ActionStates.SPELL && playerCurrentAction == ActionStates.QUICK_ATTACK) { Debug.Log(PointsManager(true, false, 1)); } if (enemyCurrentAction == ActionStates.BLOCK && playerCurrentAction == ActionStates.QUICK_ATTACK) { Debug.Log(PointsManager(false, true, 1)); } if (enemyCurrentAction == ActionStates.QUICK_ATTACK && playerCurrentAction == ActionStates.SPELL) { Debug.Log(PointsManager(false, true, 1)); } if (enemyCurrentAction == ActionStates.SPELL && playerCurrentAction == ActionStates.SPELL) { Debug.Log(PointsManager(false, false, 0)); } if (enemyCurrentAction == ActionStates.BLOCK && playerCurrentAction == ActionStates.SPELL) { Debug.Log(PointsManager(true, false, 1)); } }
public void ExecuteAction(ActionStates state) { Debug.Log("Execute Action:" + state.ToString()); if (state == ActionStates.QUICK_ATTACK) { StartCoroutine(executeAction("IsAttack", false)); } else if (state == ActionStates.BLOCK) { StartCoroutine(executeAction("IsBlock", false)); } else if (state == ActionStates.SPELL) { StartCoroutine(executeAction("IsSpell", true)); } }
public void SetCondition(ActionStates con) { condition = con; upText.text = "if <" + con.ToString() + ">"; }
public void ExecuteAction(ActionStates state) { Debug.Log("Execute Action:" + state.ToString()); }
IEnumerator simulation(int totalCount) { bool EndFight = false; //fillPlayerActions.UpdateCanvas(); yield return(new WaitForSeconds(.5f)); PlayerPointerObject.gameObject.SetActive(true); EnemyPointerObject.gameObject.SetActive(true); Debug.Log("Going to fight!"); battlecount = 0; while (!bossStats.IsDead() || !playerStats.IsDead()) { battlecount++; Debug.Log("Combat sequence:" + battlecount); for (int i = 0; i < totalCount; i++) { playerCurrentAction = CBM.PlayerActions[i]; enemyCurrentAction = EnemyActions[i]; if (EnemyScriptCase.childCount >= i + 1) { EnemyBlockPos = EnemyScriptCase.GetChild(i); } if (PlayerScriptCase.childCount >= i + 1) { PlayerBlockPos = PlayerScriptCase.GetChild(i); } yield return(new WaitForSeconds(.5f)); Debug.Log("EAS:" + enemyCurrentAction.ToString()); EAS.ExecuteAction(enemyCurrentAction); PAS.ExecuteAction(playerCurrentAction); Rules(); if (bossStats.IsDead() || playerStats.IsDead()) { EndFight = true; } yield return(new WaitForSeconds(3f)); if (EndFight) { break; } //check here if someone is dead } if (EndFight) { break; } if (/*(bossStats.currentHealth == playerStats.currentHealth) || */ (bossStats.currentHealth == bossStats.maxHealth && playerStats.currentHealth == playerStats.maxHealth)) { Modal.ShowOk("The combat is concluding to a tie. Reasses your code blocks!", () => StopAll(), "Oops!"); DebugMode(); break; } yield return(new WaitForSeconds(.05f)); } Debug.Log("end fight!"); ////check here if player and enemy life is equal if yes declare a tie ////if life is not equal repeat sequence //AddtoConsole("Player:" + PlayerPoints + " points"); //AddtoConsole("Enemy:" + EnemyPoints + " points"); //Debug.Log("Player:" + PlayerPoints + " points"); //Debug.Log("Enemy:" + EnemyPoints + " points"); //if (PlayerPoints > EnemyPoints) //{ // Debug.Log("PLAYER WINS!"); // AddtoConsole("Player wins!"); //} //else if (PlayerPoints < EnemyPoints) //{ // DebugMode(); // Debug.Log("ENEMY WINS!"); // AddtoConsole("Enemy Wins!"); //} //else //{ // DebugMode(); // AddtoConsole("Its a tie"); // } AddtoConsole("End of Simulation"); PlayerPointerObject.gameObject.SetActive(false); EnemyPointerObject.gameObject.SetActive(false); IsCompiling = false; IsSimulating = false; yield return(new WaitForSeconds(7f)); if (bossStats.IsDead()) { Debug.Log("Used " + CBM.blockUsed.Count + " blocks"); WinSum.blockUsed = CBM.blockUsed.Count; WinSum.IsPerfect = (playerStats.currentHealth >= playerStats.maxHealth); WinSum.ShowWin(); } }