public static void ChangeCharacter() { instance.characterIndex++; int count = 0; if (instance.characterIndex > instance.controllableCharacters.Count - 1) { PlaningUI.ChangeToExecute(); instance.StopCoroutine(instance.indicator); instance.targetIndicator.enabled = false; } else if (!instance.controllableCharacters[instance.characterIndex].Alive()) { count++; ChangeCharacter(); } else { instance.targetIndicator.enabled = true; if (instance.indicator != null) { instance.StopCoroutine(instance.indicator); } Transform target = instance.controllableCharacters[instance.characterIndex].transform; instance.indicator = instance.StartCoroutine(instance.Indicator(target)); PlaningUI.ChangeToNextCharacter(instance.controllableCharacters[instance.characterIndex]); } if (count >= instance.controllableCharacters.Count - 1) { Debug.Log("you died"); } }
public void UndoAction() { if (usedAction != null) { PlaningUI.ActionUndo(); usedAction.UndoAction(); usedAction = null; } }
private void Awake() { if (instance == null) { instance = this; } instance.execute.SetActive(false); }
public void TakeDamage(float damage) { health -= damage; if (health < 0) { health = 0; Die(); } PlaningUI.UpdatePlayerHealth(heroName, health); }
public void UseAction(int index) { index = index % (actions.Length); usedAction = actions[index]; usedAction.Performer = transform; usedAction.Target = target.transform; usedAction.ActivateAction(); string actionUpdate = usedAction.Performer.GetComponent <IDamageable>().GetName() + " used " + usedAction.ActionName + " on " + usedAction.Target.GetComponent <IDamageable>().GetName(); PlaningUI.ActionUsed(actionUpdate); }
public void ExecuteCommands() { Execute(); PlaningUI.ClearList(); }
public void Start() { PlaningUI.AssignHero(heroName, health); }