private void HandleAttack(BaseCharacter attacker, BaseCharacter target) { if (currentlySelected.PlayerController == this) { attacker.Attack(target); } }
public void Hit() { HitOccurred = true; foreach (BaseCharacter enemy in Attacker.EnemiesInAttackShape()) { Attacker.Attack(enemy, Skill); } }
/* * IEnumerator Delay(int time) * { * Debug.Log("5초 후에"); * yield return new WaitForSeconds(time); * Debug.Log("5초 지남"); * } */ public void ProcessTurn() { if (_eCurTurn.Equals(eTURN.PLAYER)) { if (_eCurAction.Equals(eACTION.ATTACK)) { _player.Attack(_enemy); } else if (_eCurAction.Equals(eACTION.DEFEND)) { _player.Defend(); } else if (_eCurAction.Equals(eACTION.SKILL)) { _player.Skill(_enemy); } else if (_eCurAction.Equals(eACTION.USEITEM)) { } else if (_eCurAction.Equals(eACTION.RUN)) { } } else if (_eCurTurn.Equals(eTURN.ENEMY)) { int enemyAction = Random.Range(0, 3); if (enemyAction == 0) { _enemy.Attack(_player); } else if (enemyAction == 1) { _enemy.Defend(); } else { _enemy.Skill(_player); } } CheckHP(); changeTurn(); UpdateUI(); //Debug.Log(_eCurTurn); }