コード例 #1
0
    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);
        }
    }
コード例 #2
0
    // 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;
        }
    }