// Ready Game Turn void ReadyGameTurn() { if (pcControl.GetHealthPoint() > 0 && npcControl.GetHealthPoint() > 0) { if (bonusTurns == 0) { playerHumanTurn = !playerHumanTurn; //Disable freeze icon pcControl.EnableFreezeStatus(false); npcControl.EnableFreezeStatus(false); } else { bonusTurns--; } if (isPlayerHumanTurn()) { isDoing = false; canDoInput = true; pcControl.EnableActiveBackground(true); npcControl.EnableActiveBackground(false); DebugFindHint(); } else { pcControl.EnableActiveBackground(false); npcControl.EnableActiveBackground(true); DoAITurn(); } } else if (pcControl.GetHealthPoint() <= 0) { //Player Died //Show GameOver levelGameOverText.text = "Level " + (GameState.control.currentLevelIndex + 1); UIHandler.ShowGameOverPanel(); } else if (npcControl.GetHealthPoint() <= 0) { //Enemy robot died //Show win screen levelText.text = "Level " + (GameState.control.currentLevelIndex + 1); UIHandler.ShowWinPanel(); //Set the level to completed and unlocked GameState.control.SetCurrentLevelState(1, 1); GameState.control.levels[GameState.control.currentLevelIndex + 1].unlocked = 1; GameState.control.SetCurrentLevel(GameState.control.currentLevelIndex + 1); GameState.control.Save(); } }