public override void Play(CombatManager CM, UI_Combat UI) { base.Play(CM, UI); int resultingRoll = transform.GetComponent <EnemyUnit>().GetRandomNumber(); //Debug.Log(gameObject.name + " rolled " + resultingRoll); if (resultingRoll >= 1 && resultingRoll <= 40) { Debug.Log("Used: " + eSkillList.availableSkills[0].skillName); } else if (resultingRoll >= 41 && resultingRoll <= 70) { Debug.Log("Used: " + eSkillList.availableSkills[1].skillName); } else { Debug.Log("Used: " + eSkillList.availableSkills[2].skillName); } if (CM.turnList.Count > 0) { CM.turnList.RemoveAt(0); } Debug.Log(CM.GetTurnListCount() + " Turns Left."); }
public UIState_Skill(CombatManager CM, UI_Combat UI) : base(CM, UI) { }
public UIState_Default(CombatManager CM, UI_Combat UI) : base(CM, UI) { }
protected UIState(CombatManager CM, UI_Combat UI) { combatManager = CM; uiCombat = UI; }
public UIState_Attack(CombatManager CM, UI_Combat UI) : base(CM, UI) { }
public UIState_EnemyTurn(CombatManager CM, UI_Combat UI) : base(CM, UI) { }
public virtual void Play(CombatManager CM, UI_Combat UI) { }
public virtual void KnockDown(CombatManager CM, UI_Combat UI) { CM.MoveUnitTurnToLast(this); GetComponent <SpriteRenderer>().color = Color.blue; }
public UIState_Raid(CombatManager CM, UI_Combat UI) : base(CM, UI) { }