void SelectCard(string taste) { GameObject tmp = GameObject.Find(taste); GameObject enemyGO = GameObject.Find("Enemy"); Adventurer enemyUnit = enemyGO.GetComponent <Adventurer>(); //We reveal the minion chosen by the enemy enemyUnit.ChooseMinion(); prefabs[index].transform.GetChild(1).gameObject.SetActive(true); tmp.GetComponent <Button>().interactable = false; playerUnit.selected_minion.transform.position = playerBattleStation.transform.position; b.state = BattleState.PLAYERTURN; }
IEnumerator PlayerAttack() { if (bot_vs_bot && !playerAttack) //If the combat is simulated or spected by the player { enemyUnit.ChooseMinion(); playerUnit.ChooseMinion(true); } if (playerUnit.selected_minion.speed >= enemyUnit.selected_minion.speed || playerAttack) { float damage_taken = enemyUnit.selected_minion.CalculateTakenDamage(playerUnit.selected_minion); enemyUnit.currentHP -= damage_taken; bool isDead = false; if (enemyUnit.currentHP <= 0) { isDead = true; } else { isDead = false; } enemyHUD.SetHP(enemyUnit.currentHP); dialogueText.text = playerUnit.selected_minion.name + ", attack!"; if (extracting_simulation_data) { yield return(new WaitForSeconds(0f)); } else { yield return(new WaitForSeconds(2f)); } if (isDead) { state = BattleState.WON; enemyUnit.RestMinion(); EndBattle(); yield break; } if (playerAttack) { state = BattleState.ENDTURN; StartCoroutine(EndTurn()); } else { state = BattleState.ENEMYTURN; StartCoroutine(EnemyTurn()); } playerAttack = false; } else { state = BattleState.ENEMYTURN; StartCoroutine(EnemyTurn()); } }