Esempio n. 1
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    IEnumerator PlayerHeal()
    {
        playerUnit.Heal(10);
        playerHUD.SetHp(playerUnit.currentHP);
        dialogueText.text = "You feel renewed strength!";
        yield return(new WaitForSeconds(2.0f));

        state = MyBattleState.ENMYTURN;
        StartCoroutine(EnemyAttack());
    }
Esempio n. 2
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    IEnumerator SetHUD()
    {
        GameObject playerGo = Instantiate(playerPerfab, playerBattleStation);

        playerUnit = playerGo.GetComponent <MyUnit>();

        GameObject EnemyGo = Instantiate(enemyPerfab, enemyBattleStation);

        enemyUnit = EnemyGo.GetComponent <MyUnit>();

        dialogueText.text = "A wild " + enemyUnit.unitName + "approaches...";
        playerHUD.SetHUD(playerUnit);
        enemyHUD.SetHUD(enemyUnit);

        yield return(new WaitForSeconds(2f));

        state = MyBattleState.PLAYERTURN;
        PlayerTurn();
    }
Esempio n. 3
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    IEnumerator PlayerAttack()
    {
        bool isDead = enemyUnit.TakeDamage(playerUnit.damage);

        enemyHUD.SetHp(enemyUnit.currentHP);
        dialogueText.text = "The attack is successful!";

        yield return(new WaitForSeconds(2.0f));

        if (isDead)
        {
            state = MyBattleState.WON;
            EndBattle();
        }
        else
        {
            state = MyBattleState.ENMYTURN;
            StartCoroutine(EnemyAttack());
        }
    }
Esempio n. 4
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    IEnumerator EnemyAttack()
    {
        dialogueText.text = enemyUnit.unitName + " attacks!";
        yield return(new WaitForSeconds(1f));

        bool isDead = playerUnit.TakeDamage(enemyUnit.damage);

        playerHUD.SetHp(playerUnit.currentHP);
        yield return(new WaitForSeconds(1.0f));

        if (isDead)
        {
            state = MyBattleState.LOST;
            EndBattle();
        }
        else
        {
            state = MyBattleState.PLAYERTURN;
            PlayerTurn();
        }
    }
Esempio n. 5
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 private void Start()
 {
     state = MyBattleState.START;
     StartCoroutine(SetHUD());
 }