public void WaitTurns() //Если игрок спит/оглушён/напуган, то запускается этот метод { //int npcId = BattleMechanics.SelectedNpc; //NpcMonster npc = BattleMechanics.NpcList[npcId]; BattleMechanics.TurnPhase(); if (PlayerStats.SleepinessEffectOnHero || !PlayerStats.StunEffectOnHero || !PlayerStats.TerrorEffectOnHero) { WaitButton.SetActive(false); GameObject.Find("Defence Button").GetComponent <Button>().enabled = true; } }
public void PhysDef() // { int npcId = BattleMechanics.SelectedNpc; NpcMonster npc = BattleMechanics.NpcList[npcId]; PlayerStats.PlayerBattlePhase(2, npc); if (npc.CurrentHp == 0 || PlayerStats.CurrentHp == 0) { BattleMechanics.WhoIsLoosing(npc); if (PlayerStats.CurrentHp == 0 || BattleMechanics.GameOver) { return; } } BattleMechanics.TurnPhase(); //BattleMechanics.PlayerMadeHisTurn = false; }
public void ChangeWeaponTypeToCloseCombat() { if (PlayerStats.Initiative == 6 && BattleMechanics.GameStarted) { BattleMechanics.LogText.text += "\n\rУ Героя и так Ближний Бой.\n\r"; return; } PlayerStats.Initiative = 6; PlayerStats.DistanceAttack = false; if (BattleMechanics.GameStarted) { BattleMechanics.LogText.text += "\n\rГерой меняет своё оружие на Ближний Бой.\n\r"; PlayerStats.MadeTurn = true; PlayerStats.WeaponSwitch = true; BattleMechanics.TurnPhase(); BattleMechanics.InitiativeCount(); } }
public void PhysAttack() // { Text logText = GameObject.Find("Log Field Text").GetComponent <Text>(); int npcId = BattleMechanics.SelectedNpc; NpcMonster npc = BattleMechanics.NpcList[npcId]; if (npc.CurrentHp == 0) { logText.text += npc.Name + " уже недееспособен. Выберите другого противника.\n\r"; return; } PlayerStats.PlayerBattlePhase(1, npc); if (npc.CurrentHp == 0 || PlayerStats.CurrentHp == 0) { BattleMechanics.WhoIsLoosing(npc); if (BattleMechanics.GameOver) { return; } } BattleMechanics.TurnPhase(); //BattleMechanics.PlayerMadeHisTurn = false; }