void Start() { Start_Varibles(); state = State.WaitingForPlayer; m_state = Monster_state.SpawnEmpty; a_order_state = Attack_Order_State.MonsterCanAttack; }
void Attack_Turns() { if (player_start_value >= monster_start_value) { a_order_state = Attack_Order_State.PlayerCanAttack; } else { a_order_state = Attack_Order_State.MonsterCanAttack; } }
void Turn_Ender() { if (Battle_Control.PlayerAttackEnded) { Battle_Control.PlayerAttackEnded = false; Debug.Log("Battle_Control.PlayerAttackEnded"); Turn_Counter(); a_order_state = Attack_Order_State.MonsterCanAttack; } if (M_Battle_Control.MonsterAttackEnded) { M_Battle_Control.MonsterAttackEnded = false; Debug.Log("Battle_Control.MonsterAttackEnded"); Turn_Counter(); a_order_state = Attack_Order_State.PlayerCanAttack; } }