IEnumerator PerformAct() // to use coroutine { yield return(new WaitForSeconds(.75f)); if (GetCurrentCharacter().health > 0) // check to see if you're alive { GetCurrentCharacter().GetComponent <Enemy>().Act(); // if you're alive then act } uIController.UpdateCharacterUI(); yield return(new WaitForSeconds(1f)); NextAct(); //Lesson 10 says we don't need this but it was in the tutorial when we set it up in Lesson 6 @ 10:45 }
IEnumerator PerformAct() { yield return(new WaitForSeconds(.75f)); if (GetCurrentCharacter().health > 0) { GetCurrentCharacter().GetComponent <Enemy>().Act(); } uiController.UpdateCharacterUI(); yield return(new WaitForSeconds(1f)); NextAct(); }
//add a delay while everything else works in the background and come back to this method IEnumerator PerformAct() { //wait for 3/4 of a second yield return(new WaitForSeconds(.75f)); //check if the character acting is not dead if (GetCurrentCharacter().health > 0) { //do an action GetCurrentCharacter().GetComponent <Enemy>().Act(); } //update character UI based on progress of battle uiController.UpdateCharacterUI(); //wait a second after the turn is complete yield return(new WaitForSeconds(1f)); //go to the next character that can act NextAct(); }