void PlayerTurn() { DiceScript diceScript = GameObject.FindWithTag("Dice").GetComponent <DiceScript>(); state = CombatState.PLAYERROLL; diceScript.ConsoleText.text = "Your turn"; }
void Update() { Player player = GameObject.FindWithTag("Player").GetComponent <Player>(); Enemy enemy = GameObject.FindWithTag("Enemy").GetComponent <Enemy>(); DiceScript diceScript = GameObject.FindWithTag("Dice").GetComponent <DiceScript>(); AttackScript attackScript = GameObject.FindWithTag("CombatSystem").GetComponent <AttackScript>(); if (state == CombatState.PLAYERROLL) { PlayerRollDice(); } if (state == CombatState.PLAYERCOMBAT) { Debug.Log("I am in combat"); MeleeAttackButton.SetActive(true); FireballAttackButton.SetActive(true); } else { MeleeAttackButton.SetActive(false); FireballAttackButton.SetActive(false); } if (state == CombatState.ENEMYTURN) { Debug.Log("Enemy is in combat"); Invoke("EnemyRoll", 2f); } if (Input.GetKey("escape")) { Application.Quit(); } }
//CODE DEALING WITH PLAYER COMBAT STAGE public void HealButton() { EnemyChange enemyChange = GameObject.FindWithTag("EnemyChange").GetComponent <EnemyChange>(); if (enemyChange.IsLevel1 == true || enemyChange.IsLevel3 == true)//This code will only run during lvl 1 and 3 { Player player = GameObject.FindWithTag("Player").GetComponent <Player>(); DiceScript diceScript = GameObject.FindWithTag("Dice").GetComponent <DiceScript>(); player.currentHealth = 10f; playerfillAmountHealth = player.currentHealth / player.maxHealth; diceScript.playerHealth.fillAmount = player.currentHealth / 1; PlayerHealGlow.SetActive(true); Invoke("PlayerGlowDisappear", 0.5f); Invoke("EnemyTurnChange", 2f); PlayerCanAttack = false; if (0 < player.defenceNumber) { player.defenceNumber -= 1; playerDefenceText.text = player.defenceNumber.ToString(); healGlowText.text = player.defenceNumber.ToString(); healGlow.SetActive(true); Invoke("PlayerGlowDisappear", 0.5f); } } CombatSystem combatSystem = GameObject.FindWithTag("CombatSystem").GetComponent <CombatSystem>(); combatSystem.CanRoll = false; }
// Start is called before the first frame update void Start() { anim = gameObject.GetComponent <Animator>(); gameManager = GameObject.FindObjectOfType <Master>(); diceManager = GameObject.FindObjectOfType <DiceScript>(); startPos = transform.position; }
void SpawnDiceBlock() { Vector3 playerPosition = new Vector3(player.transform.position.x, player.transform.position.y + 2.75f, player.transform.position.z); diceBlock = Instantiate(diceBlockPrefab, playerPosition, Quaternion.identity); diceScript = diceBlock.GetComponent <DiceScript>(); }
public void EnemyRoll() //CODE DEALING WITH ENEMY TURN { if (EnemyCanRoll == true) { DiceScript diceScript = GameObject.FindWithTag("Dice").GetComponent <DiceScript>(); diceScript.EnemyNumberRolled = Random.Range(1, 6); diceScript.EnemyDiceText.GetComponent <UnityEngine.UI.Text>().text = diceScript.EnemyNumberRolled.ToString("F0"); ScreenshakeController screenShakeController = GameObject.FindWithTag("MainCamera").GetComponent <ScreenshakeController>(); Player player = GameObject.FindWithTag("Player").GetComponent <Player>(); Enemy enemy = GameObject.FindWithTag("Enemy").GetComponent <Enemy>(); if (diceScript.EnemyNumberRolled <= player.defenceNumber) //Enemy misses. { EnemyMissText.SetActive(true); Invoke("FeedbackTextDisappear", 2f); Invoke("PlayerTurn", 2f); Debug.Log("Enemy has missed"); if (FirstTimeEnemyMiss == true && enemyMissExplanation != null) { enemyMissExplanation.SetActive(true); Invoke("MissTextDisappear", 3f); FirstTimeEnemyMiss = false; } } if (player.defenceNumber < diceScript.EnemyNumberRolled) //Deals damage to player. { player.currentHealth -= enemy.attackPower; fillAmountHealth = player.currentHealth / 10; diceScript.playerHealth.fillAmount = fillAmountHealth / 1; Invoke("PlayerTurn", 2f); PlayerHealthGlow.SetActive(true); Invoke("GlowDisappear", 0.5f); PlayerDamage.text = enemy.attackPower.ToString(); Invoke("DamageDisappear", 2f); StartCoroutine(screenShakeController.CameraShake(0.1f, 0.05f)); //Screenshake Debug.Log("Enemy has hit"); if (player.currentHealth < 1f /* || player.currentHealth > 1f*/) //Player Loses { Debug.Log("Has Lost"); LoseUI.SetActive(true); } } EnemyCanRoll = false; } }
// Start is called before the first frame update void Start() { myGM = GameObject.Find("GameController").GetComponent <gameManager>(); Dice1 = GameObject.Find("Dice1").GetComponent <DiceScript>(); Dice2 = GameObject.Find("Dice2").GetComponent <DiceScript>(); myRB = GetComponent <Rigidbody>(); playerRender = GetComponent <Renderer>(); playerStats = GetComponent <PlayerStats>(); lineRenderer.positionCount = numPoints; }
// Start is called before the first frame update void Start() { Vector3 playerPosition = new Vector3(player.transform.position.x, player.transform.position.y + 2.75f, player.transform.position.z); diceBlock = Instantiate(diceBlockPrefab, playerPosition, Quaternion.identity); diceScript = GameObject.FindGameObjectWithTag("DiceBlock").GetComponent <DiceScript>(); playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerScript>(); }
//CODE DEALING WITH PLAYER COMBAT STAGE public void FireballButton() { Enemy enemy = GameObject.FindWithTag("Enemy").GetComponent <Enemy>(); CombatSystem combatSystem = GameObject.FindWithTag("CombatSystem").GetComponent <CombatSystem>(); FireballBurn = Random.Range(1, 6); if (FireballBurn >= 3 && PlayerCanAttack == true) //Player is burned { enemy.currentHealth -= 0.1f; enemyHealth.fillAmount = enemy.currentHealth / 1; Player player = GameObject.FindWithTag("Player").GetComponent <Player>(); DiceScript diceScript = GameObject.FindWithTag("Dice").GetComponent <DiceScript>(); player.currentHealth -= 0.3f; diceScript.playerHealth.fillAmount = player.currentHealth / 1; ConsoleText.text = "You were burned"; if (enemy.currentHealth < 0.1f || enemy.currentHealth > 1f) //Player Wins { Debug.Log("Has Won"); WinUI.SetActive(true); } if (player.currentHealth < 0.1f || player.currentHealth > 1f) //Player Loses { Debug.Log("Has Lost"); LoseUI.SetActive(true); } PlayerCanAttack = false; } if (FireballBurn < 3 && PlayerCanAttack == true) // Player is not burned { enemy.currentHealth -= 0.4f; enemyHealth.fillAmount = enemy.currentHealth / 1; ConsoleText.text = "You were not burned"; if (enemy.currentHealth < 0.1f || enemy.currentHealth > 1f) //Player Wins { Debug.Log("Has Won"); WinUI.SetActive(true); } PlayerCanAttack = false; } Invoke("EnemyTurnChange", 3f); }
public void CheckUiUpdates(SkillPanel s) { switch (s.data.type) { case SkillType.Movement: DiceScript diceScript = s.GetDie(DiceType.Range); if (diceScript != null) { moves = maxMoves = diceScript.value; GameManager.Instance.UpdateUI(); } break; } }
private void RecalculatePresentDice() { foreach (DiceScript dice in currentDice) { Destroy(dice.gameObject); } currentDice.Clear(); for (int i = 0; i < diceNum; ++i) { GameObject diceGO = Instantiate(dicePrefabs[(int)diceType], gravityGround.transform.position + gravityGround.transform.rotation * spawnLocations[i], Quaternion.identity); diceGO.transform.SetParent(gravityGround.transform.parent, true); DiceScript diceScript = diceGO.GetComponent <DiceScript>(); diceScript.spawnPos = spawnLocations[i]; currentDice.Add(diceScript); } }
public void EnemyRoll() //CODE DEALING WITH ENEMY TURN { if (EnemyCanRoll == true) { DiceScript diceScript = GameObject.FindWithTag("Dice").GetComponent <DiceScript>(); diceScript.EnemyNumberRolled = Random.Range(1, 6); diceScript.EnemyDiceText.GetComponent <UnityEngine.UI.Text>().text = diceScript.EnemyNumberRolled.ToString("F0"); Player player = GameObject.FindWithTag("Player").GetComponent <Player>(); if (player.defenceNumber >= diceScript.EnemyNumberRolled) //Enemy defends itself. { diceScript.ConsoleText.text = "Enemy misses"; Invoke("PlayerTurn", 2f); Debug.Log("Enemy has missed"); if (FirstTimeEnemyMiss == true) { enemyMissExplanation.SetActive(true); Invoke("MissTextDisappear", 3f); FirstTimeEnemyMiss = false; } } if (player.defenceNumber < diceScript.EnemyNumberRolled) //Deals damage to player. { player.currentHealth -= 0.2f; diceScript.playerHealth.fillAmount = player.currentHealth / 1; Invoke("PlayerTurn", 2f); Debug.Log("Enemy has hit"); if (player.currentHealth < 0.1f || player.currentHealth > 1f) //Player Loses { Debug.Log("Has Lost"); LoseUI.SetActive(true); } } EnemyCanRoll = false; } }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("DiceBlock")) { DiceScript diceScript = collision.gameObject.GetComponent <DiceScript>(); moveSpaces = diceScript.number; Destroy(collision.gameObject); } if (collision.gameObject.CompareTag("BoardSpace")) { isGrounded = true; currentSpace = collision.gameObject; if (startingSpace == null) { startingSpace = currentSpace; } } }
// Start is called before the first frame update void Start() { gameManager = GameObject.FindObjectOfType <Master>(); diceScript = GameObject.FindObjectOfType <DiceScript>(); }
void Update() { Player player = GameObject.FindWithTag("Player").GetComponent <Player>(); Enemy enemy = GameObject.FindWithTag("Enemy").GetComponent <Enemy>(); DiceScript diceScript = GameObject.FindWithTag("Dice").GetComponent <DiceScript>(); AttackScript attackScript = GameObject.FindWithTag("CombatSystem").GetComponent <AttackScript>(); if (state == CombatState.PLAYERROLL) { RollButton.SetActive(true); //PlayerRollDice(); } else { RollButton.SetActive(false); } if (state == CombatState.PLAYERCOMBAT) { EnemyCanRoll = false; Debug.Log("I am in combat"); EnemyChange enemyChange = GameObject.FindWithTag("EnemyChange").GetComponent <EnemyChange>(); if (FireballAttackButton != null) { FireballAttackButton.SetActive(true); } if (/*hasUsed == false && */ HealButton != null) { HealButton.SetActive(true); } MeleeAttackButton.SetActive(true); } else { if (HealButton != null) { HealButton.SetActive(false); } if (FireballAttackButton != null) { FireballAttackButton.SetActive(false); Debug.Log("This code has not run"); } MeleeAttackButton.SetActive(false); } if (state == CombatState.ENEMYTURN) { Debug.Log("Enemy is in combat"); Invoke("EnemyRoll", 2f); } if (Input.GetKey("escape")) { Application.Quit(); } }
public void FireballButton() { EnemyChange enemyChange = GameObject.FindWithTag("EnemyChange").GetComponent <EnemyChange>(); if (enemyChange.IsLevel2 == true || enemyChange.IsLevel3 == true) //This code only runs during lvl 2 and 3 { Enemy enemy = GameObject.FindWithTag("Enemy").GetComponent <Enemy>(); FireballBurn = Random.Range(1, 6); //EnemyHealthGlow.SetActive(true); //Invoke("EnemyGlowDisappear", 0.5f); //EnemyDamage.text = "4"; //Invoke("DamageDisappear", 2f); //ScreenshakeController screenShakeController = GameObject.FindWithTag("MainCamera").GetComponent<ScreenshakeController>(); //StartCoroutine(screenShakeController.CameraShake(0.15f, 0.1f)); if (FireballBurn >= 3 && PlayerCanAttack == true) //Player is burned { EnemyHealthGlow.SetActive(true); Invoke("EnemyGlowDisappear", 0.5f); EnemyDamage.text = "4"; Invoke("DamageDisappear", 2f); ScreenshakeController screenShakeController = GameObject.FindWithTag("MainCamera").GetComponent <ScreenshakeController>(); StartCoroutine(screenShakeController.CameraShake(0.15f, 0.1f)); Debug.Log("BURN TEXT HAS RUN"); Player player = GameObject.FindWithTag("Player").GetComponent <Player>(); DiceScript diceScript = GameObject.FindWithTag("Dice").GetComponent <DiceScript>(); enemy.currentHealth -= 4; fillAmountHealth = enemy.currentHealth / enemy.maxHealth; enemyHealth.fillAmount = fillAmountHealth / 1; player.currentHealth -= 3f; playerfillAmountHealth = player.currentHealth / player.maxHealth; diceScript.playerHealth.fillAmount = playerfillAmountHealth / 1; BurnText.text = "You were burned"; Invoke("DamageDisappear", 2f); PlayerDamage.text = "3"; Invoke("DamageDisappear", 2f); PlayerHealthGlow.SetActive(true); Invoke("PlayerGlowDisappear", 0.5f); if (enemy.currentHealth < 1f) //Player Wins { Debug.Log("Has Won"); WinUI.SetActive(true); } if (player.currentHealth < 1f) //Player Loses { Debug.Log("Has Lost"); LoseUI.SetActive(true); } PlayerCanAttack = false; } if (FireballBurn < 3 && PlayerCanAttack == true) //Player does not get burned { EnemyHealthGlow.SetActive(true); Invoke("EnemyGlowDisappear", 0.5f); EnemyDamage.text = "4"; Invoke("DamageDisappear", 2f); ScreenshakeController screenShakeController = GameObject.FindWithTag("MainCamera").GetComponent <ScreenshakeController>(); StartCoroutine(screenShakeController.CameraShake(0.15f, 0.1f)); enemy.currentHealth -= 4; fillAmountHealth = enemy.currentHealth / enemy.maxHealth; enemyHealth.fillAmount = fillAmountHealth / 1; if (enemy.currentHealth < 1f) //Player Wins { Debug.Log("Has Won"); WinUI.SetActive(true); } PlayerCanAttack = false; } Invoke("EnemyTurnChange", 3f); } PlayerCanAttack = false; CombatSystem combatSystem = GameObject.FindWithTag("CombatSystem").GetComponent <CombatSystem>(); combatSystem.CanRoll = false; }
//CODE DEALING WITH PLAYER COMBAT STAGE public void FireballButton() { Enemy enemy = GameObject.FindWithTag("Enemy").GetComponent <Enemy>(); CombatSystem combatSystem = GameObject.FindWithTag("CombatSystem").GetComponent <CombatSystem>(); FireballBurn = Random.Range(1, 6); EnemyHealthGlow.SetActive(true); Invoke("EnemyGlowDisappear", 0.5f); EnemyDamage.text = "4"; Invoke("DamageDisappear", 2f); ScreenshakeController screenShakeController = GameObject.FindWithTag("MainCamera").GetComponent <ScreenshakeController>(); StartCoroutine(screenShakeController.CameraShake(0.15f, 0.1f)); if (FireballBurn >= 3 && PlayerCanAttack == true) { Debug.Log("BURN TEXT HAS RUN"); enemy.currentHealth -= 0.4f; enemyHealth.fillAmount = enemy.currentHealth / 1; Player player = GameObject.FindWithTag("Player").GetComponent <Player>(); DiceScript diceScript = GameObject.FindWithTag("Dice").GetComponent <DiceScript>(); player.currentHealth -= 0.2f; diceScript.playerHealth.fillAmount = player.currentHealth / 1; //ConsoleText.text = "You were burned"; BurnText.text = "You were burned"; Invoke("DamageDisappear", 2f); PlayerDamage.text = "2"; Invoke("DamageDisappear", 2f); PlayerHealthGlow.SetActive(true); Invoke("PlayerGlowDisappear", 0.5f); if (enemy.currentHealth < 0.1f || enemy.currentHealth > 1f) //Player Wins { Debug.Log("Has Won"); WinUI.SetActive(true); } if (player.currentHealth < 0.1f || player.currentHealth > 1f) //Player Loses { Debug.Log("Has Lost"); LoseUI.SetActive(true); } PlayerCanAttack = false; } if (FireballBurn < 3 && PlayerCanAttack == true) { enemy.currentHealth -= 0.4f; enemyHealth.fillAmount = enemy.currentHealth / 1; //ConsoleText.text = "You were not burned"; if (enemy.currentHealth < 0.1f || enemy.currentHealth > 1f) //Player Wins { Debug.Log("Has Won"); WinUI.SetActive(true); } PlayerCanAttack = false; } Invoke("EnemyTurnChange", 3f); }
// Start is called before the first frame update void Start() { diceManager = GameObject.FindObjectOfType <DiceScript>(); }