//Called when the Execute button is hit, calculates damage/defense values against existing player/opponent health //Updates player health, enemy health //Deck: resets to allow to deal again public void ExecuteTurn() { DamageTaken = EnemyDamage - queueLogic.CurrentDefenseVal; if (DamageTaken < 0) { DamageTaken = 0; } PlayerDamage = queueLogic.CurrentAttackVal; PlayerHealth -= DamageTaken; EnemyHealth -= PlayerDamage; messagerLogic.DisplayTurn(PlayerDamage, DamageTaken); if (PlayerHealth <= 0) { PlayerHealth = 0; GameOver(); } else if (EnemyHealth <= 0) { EnemyHealth = 0; GameWin(); } deckLogic.isDealt = false; queueLogic.DisableQueue(); }