Esempio n. 1
0
    IEnumerator PlayerAttack()
    {
        yield return(new WaitForSeconds(2));

        //Debug.Log("Player Attacks");

        //UI UPDATED
        maintextBox.richText = enabled;
        maintextBox.text     = "<color=#0000ffff><b>PLAYER</b></color>" + "<b> ATTACKS!</b>";


        yield return(new WaitForSeconds(2));

        //ENEMY DAMAGED
        enemy_AI.enemyTakenDamage();

        //UI UPDATED
        maintextBox.text = "<color=#ff0000ff><b>ENEMY</b></color>" + " has taken " + "<b>" + enemy_AI.playerDamageAttackGiven.ToString() + "</b>" + "<b>HP</b>" + " DAMAGE!";
        enemyUI.text     = enemy_AI.enemyCurrentHealth + "/" + enemy_AI.enemyMaxHealth;
        damage.Play();
        enemyAnim.Play("Enemy_Damages");

        //HAS ENEMY BEEN KILLED?
        if (enemy_AI.enemyCurrentHealth <= 0)
        {
            //Debug.Log("Dead enemy");
            enemy_AI.enemyCurrentHealth = 0;
            gameState = GameState.playerWins;
            endState();
        }
        else
        {
            Debug.Log("Enemy Turn State");

            gameState = GameState.enemyTurn;
            StartCoroutine(enemyTurnState());

            //enemy_RNG.generateRNGAttackHealStateNumber();
            //enemy_RNG.generateEnemyCardPosition();
            //enemy_RNG.generateEnemyAttackHealStatNumber();
        }
    }
Esempio n. 2
0
    IEnumerator PlayerAttack()
    {
        yield return(new WaitForSeconds(2));

        //Debug.Log("Player Attacks");

        //UI UPDATED
        maintextBox.text = "Player ATTACKS";

        yield return(new WaitForSeconds(2));

        //ENEMY DAMAGED
        enemy_AI.enemyTakenDamage();

        //UI UPDATED
        maintextBox.text = "Enemy has taken " + enemy_AI.playerDamageAttackGiven + " DAMAGE";
        enemyUI.text     = enemy_AI.enemyCurrentHealth + "/" + enemy_AI.enemyMaxHealth;


        //HAS ENEMY BEEN KILLED?
        if (enemy_AI.enemyCurrentHealth <= 0)
        {
            //Debug.Log("Dead enemy");
            enemy_AI.enemyCurrentHealth = 0;
            gameState = GameState.playerWins;
            endState();
        }
        else
        {
            Debug.Log("Enemy Turn State");

            gameState = GameState.enemyTurn;
            StartCoroutine(enemyTurnState());

            enemy_RNG.generateRNGAttackHealStateNumber();
            enemy_RNG.generateEnemyCardPosition();
            enemy_RNG.generateEnemyAttackHealStatNumber();
        }
    }