public override void Enter() { Debug.Log("Enemy Turn: ...Enter"); EnemyTurnBegan?.Invoke(); StartCoroutine(EnemyThinkingRoutine(_pauseDuration)); }
public override void Enter() { Debug.Log("Enemy Turn: ...Enter"); EnemyTurnBegan?.Invoke(); playerCover.gameObject.SetActive(true); StartCoroutine(EnemyThinkingRoutine(_pauseDuration)); }
public override void Enter() { Debug.Log("Enemy Turn: ...Enter"); EnemyTurnBegan?.Invoke(); // on entering state automatically target player targetToAttack = player; StartCoroutine(EnemyThinkingRoutine(_pauseDuration)); }
public override void Enter() { EnemyTurnBegan?.Invoke(); tController.TargetPlayer(); Debug.Log("enemy turn: enter"); StartCoroutine(EnemyThinkingRoutine(_pauseDuration)); /* if (_turnsToSkip >= 1) * { * Debug.Log("Skipping enemy state"); * Debug.Log("pretending to skip this many enemy states: " + _turnSkip); * EnemyTurnEnded?.Invoke(); * StateMachine.ChangeState<PlayerTurnCardGameState>(); * } * else * { * * }*/ }
public override void Enter() { EnemyTurnBegan?.Invoke(); MusicController.Instance.PlayMusic(_enemyMusic, 0.5f); StateMachine.Enemy.EnemyThinkSequence(); }