Esempio n. 1
0
    IEnumerator PlayerAttack()
    {
        playerAttackState = PlayerAttackInProgress.YES;         // update state; the player is currently in an attack

        dialogueText.text = "Rockett shoves Nicole!";

        yield return(new WaitForSeconds(1f));

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

        enemyHUD.SetHP(enemyUnit.currentHP);

        flowchart.ExecuteBlock("PunchEnemy");

        yield return(new WaitForSeconds(1f));

        dialogueText.text = "Nicole staggers backwards!";

        yield return(new WaitForSeconds(2f));

        Debug.Log(state);

        if (isDead)
        {
            state = BattleState.WON;
            EndBattle();
        }
        else
        {
            playerAttackState = PlayerAttackInProgress.NO;             // the player's attack is finished
            state             = BattleState.ENEMYTURN;
            StartCoroutine(EnemyTurn());
        }
    }
Esempio n. 2
0
    public PlayerHealInProgress playerHealState;     // "" healing

    // Start is called before the first frame update
    void Start()
    {
        state             = BattleState.START;
        playerAttackState = PlayerAttackInProgress.NO;     // at the start of the game, the player is not attacking
        playerHealState   = PlayerHealInProgress.NO;       // "" healing
        // Debug.Log(state);
        StartCoroutine(SetupBattle());
    }