public void PlayerSelectMove(int ability) { //SEPERATE IF AI OR PLAYER /* TEMP RANDOM */ TurnHandler myAttack = new TurnHandler(); myAttack.AttackerObject = this.gameObject; monster.currEnergy += monster.abilities[ability].GetComponent <BaseAbilities>().energyGain; int selectedChamp = Random.Range(0, battleState.EnemyMonstersOnBattlefield.Count); float tempHp = battleState.EnemyMonstersOnBattlefield[selectedChamp].GetComponent <BaseMonster>().currHP > 0 ? battleState.EnemyMonstersOnBattlefield[selectedChamp].GetComponent <BaseMonster>().currHP : 10000; for (int x = 0; x < battleState.EnemyMonstersOnBattlefield.Count; x++) { if (battleState.EnemyMonstersOnBattlefield[x].GetComponent <BaseMonster>().currHP <= tempHp && battleState.EnemyMonstersOnBattlefield[x].GetComponent <MonsterStateMachine>().currentState != TurnState.DEAD) { selectedChamp = x; tempHp = battleState.EnemyMonstersOnBattlefield[x].GetComponent <BaseMonster>().currHP; } } myAttack.SelectedGameObject = battleState.EnemyMonstersOnBattlefield[selectedChamp]; myAttack.Ability = monster.abilities[ability]; //0 or 1 FOR NOW! SHOULD HOLD ID OF ABILITY battleState.CollectTurns(myAttack); }
void ChooseAction() { TurnsHandler myTurn = new TurnsHandler(); myTurn.Attacker = enemy.name; myTurn.AttackerGO = this.gameObject; myTurn.Attack_Target = BSM.HeroesInBattle[Random.Range(0, BSM.HeroesInBattle.Count)]; BSM.CollectTurns(myTurn); }