private void ManyBattlesLater_Click(object sender, RoutedEventArgs e) { for (int i = 0; i < 100; i++) { BattleButton.RaiseEvent(new RoutedEventArgs(Button.ClickEvent)); } }
public void Start() { player.ResetHP(); enemy.ResetHP(); battleButton = GetComponent <BattleButton>(); Cursor.visible = true; Cursor.lockState = CursorLockMode.None; }
public void Button_Armory() { House.enabled = false; Bedroom.enabled = false; Battle.enabled = false; Armory.enabled = true; Summon.enabled = false; BedroomButton.SetActive(false); BattleButton.SetActive(false); ArmoryButton.SetActive(false); SummonButton.SetActive(false); ArmoryCanvas.enabled = true; }
public void Button_Summon() { House.enabled = false; Bedroom.enabled = false; Battle.enabled = false; Armory.enabled = false; Summon.enabled = true; SummonCameraControler.enabled = true; BedroomButton.SetActive(false); BattleButton.SetActive(false); ArmoryButton.SetActive(false); SummonButton.SetActive(false); SummonCameraControler.SetBool("summonButtonClicked", true); }
public void Attack(BattleButton button) { int buttonNumber = button.giveButtonID(); int comparableEmotionID = emotionList.currentEmotionID; currentEmotionID = comparableEmotionID; int currentPlayerHP = battleManager.player.GiveHP(); int currentEnemyHP = battleManager.enemy.GiveHP(); //TakeNDigits(emotionList.currentEmotionID, NofDigits); if (gameManager.tier2Unlocked && !this.tier2Menu) { tier2.SetActive(true); tier2Menu = true; tier1Menu.SetActive(false); } if (!gameManager.tier2Unlocked && !tier2Menu) //battleManager.battleTier == 1 { comparableEmotionID = TakeNDigits(comparableEmotionID, battleManager.battleTier); if (buttonNumber == comparableEmotionID) { if (battleManager.enemy.AmIAlive() == true) { battleManager.DamageToEnemy(); } if (battleManager.enemy.AmIAlive() == false) { winGame = true; endGame = true; battleManager.Win(); UnityEngine.SceneManagement.SceneManager.LoadScene("ForestEdge"); } else { emotionList.GameRoundEmotions(); //battleManager.emotionButtons.SetActive(true); battleManager.BackClicked(); } } else { battleManager.DamageToPlayer(); if (battleManager.player.AmIAlive() == false) { loseGame = true; endGame = true; battleManager.GameOver(); } else { emotionList.GameRoundEmotions(); //BattleStatus(); battleManager.BackClicked(); } emotionList.GameRoundEmotions(); } } }