void EnemyButtons() { foreach (GameObject enemy in EnemiesInBattle) { GameObject newButton = Instantiate(enemyButtons) as GameObject; SelectTargetButton button = newButton.GetComponent <SelectTargetButton>(); EnemyStatesBattle cur_enemy = enemy.GetComponent <EnemyStatesBattle>(); Text ButtonText = newButton.transform.FindChild("Text").gameObject.GetComponent <Text>(); ButtonText.text = cur_enemy.enemy.theName; button.EnemyPrefab = enemy; newButton.transform.SetParent(Spacer); } }
// Update is called once per frame void Update() { switch (battleState) { case (PerformAction.Wait): if (PerformList.Count > 0) { battleState = PerformAction.TakeAction; } break; case (PerformAction.TakeAction): GameObject performer = GameObject.Find(PerformList[0].Attacker); if (PerformList[0].Type == "Enemy") { EnemyStatesBattle Esm = performer.GetComponent <EnemyStatesBattle>(); Esm.HeroToAttack = PerformList[0].AttackersTarget; displayAttack(); Esm.currentState = EnemyStatesBattle.TurnState.Action; } if (PerformList[0].Type == "Hero") { HeroStatesBattle Hsb = performer.GetComponent <HeroStatesBattle>(); Hsb.EnemyToAttack = PerformList[0].AttackersTarget; Hsb.currentState = HeroStatesBattle.TurnState.Action; } battleState = PerformAction.PerformAction; break; case (PerformAction.PerformAction): break; } switch (HeroInput) { case (HeroGui.Activate): if (HerosToManage.Count > 0) { HerosToManage[0].transform.FindChild("Selector").gameObject.SetActive(true); TargetSelection = new HandleTurn(); AttackPanel.SetActive(true); HeroInput = HeroGui.Wait; } break; case (HeroGui.Wait): break; case (HeroGui.Done): HeroInputDone(); break; case (HeroGui.Input1): break; case (HeroGui.Input2): break; } }