Exemple #1
0
    void Update()
    {
        playerHealthString.text    = (battleLogic.getPlayerHP()).ToString() + "/" + battleLogic.getPlayerMaxHP();
        playerHealthBar.fillAmount = (battleLogic.getPlayerHP()) / battleLogic.getPlayerMaxHP();

        playerActiveTimerBar.fillAmount = activeTime.GetRatio();

        stateCheck();

        character = battleLogic.getCharacter();

        enemies = battleLogic.getEnemies();

        checkDeadEnemies();
    }
Exemple #2
0
    void stateCheck()
    {
        if (activeTime == null)
        {
            return;
        }
        if (activeTime.GetEnemyRatio() == 1)
        {
            print("Enemy attacking");
            stateQueue.Add(BattleScreenStates.FightStates.ENEMYTURN);
            activeTime.setEnemySeconds(0);
            if (infoDump != null)
            {
                sendAttackFlag(true); // Need Command to do this
            }
        }

        if (numEnemies == 2 && enemy2ActiveTime.GetEnemyRatio() == 1)
        {
            stateQueue.Add(BattleScreenStates.FightStates.ENEMYTURN);
            enemy2ActiveTime.setEnemySeconds(5);
            if (infoDump != null)
            {
                sendAttackFlag(true); // Need Command to do this
            }
        }
        if (numEnemies == 3 && enemy3ActiveTime.GetEnemyRatio() == 1)
        {
            stateQueue.Add(BattleScreenStates.FightStates.ENEMYTURN);
            enemy3ActiveTime.setEnemySeconds(10);
            if (infoDump != null)
            {
                sendAttackFlag(true); // Need Command to do this
            }
        }

        if (currentMoveSelected && numEnemies > 1 && state.curState == BattleScreenStates.FightStates.NEUTRAL && !playerAttackFlag)
        {
            stateQueue.Add(BattleScreenStates.FightStates.PICKANENEMY);
            currentMoveSelected = false;
            toggleState();
        }
        else if (state.curState == BattleScreenStates.FightStates.PICKANENEMY)
        {
            if (Input.GetKeyDown("space"))
            {
                toggleState();
                currentMoveSelected = true;
                playerAttackFlag    = true;
            }
        }
        else if (activeTime.GetRatio() == 1 && currentMoveSelected)
        {
            stateQueue.Add(BattleScreenStates.FightStates.PLAYERTURN);
            activeTime.setSeconds(0);
            currentMoveSelected = false;
            playerAttackFlag    = true;
            toggleState();
        }
        stateTakesEffect();
    }