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(); } }
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(); } }