//ENEMY TURN STATE IEnumerator enemyTurnState() { enemy_RNG.generateRNGAttackHealStateNumber(); enemy_RNG.generateEnemyCardPosition(); enemy_RNG.generateEnemyAttackHealStatNumber(); //PLAYER BUTTONS DISABLED playerAttackButton.SetActive(false); playerHealButton.SetActive(false); healthImg.GetComponent <SpriteRenderer>().enabled = false; swordImg.GetComponent <SpriteRenderer>().enabled = false; yield return(new WaitForSeconds(2)); maintextBox.text = "It's the" + "<b><color=#ff0000ff> ENEMY'S TURN</color></b>"; yield return(new WaitForSeconds(2)); //ENEMY ATTACK if (enemy_RNG.enemyRNGAttackHealStateNumber == 1) { enemy_RNG.generateEnemyAttackHealStatNumber(); //UI UPDATED maintextBox.text = "<b><color=#ff0000ff>ENEMY</color></b>" + "<b> ATTACKS!</b>"; Debug.Log("Enemy Attacks"); yield return(new WaitForSeconds(2)); //PLAYER DAMAGED player_Controller.playerTakenDamage(); //UI UPDATED maintextBox.text = "<b><color=#0000ffff>PLAYER </color></b>" + " has taken " + "<b>" + player_Controller.enemyDamageGiven + "HP DAMAGE!" + "</b>"; playerUI.text = player_Controller.playerCurrentHealth + "/" + player_Controller.playerMaxHealth; damage.Play(); playerAnim.Play("Player_Damages"); //IS PLAYER DEAD? if (player_Controller.playerCurrentHealth <= 0) { player_Controller.playerCurrentHealth = 0; //Debug.Log("Player Dead"); gameState = GameState.playerLost; endState(); } else { yield return(new WaitForSeconds(0.1f)); gameState = GameState.playerTurn; StartCoroutine(playerTurnState()); } } //ENEMY HEALS if (enemy_RNG.enemyRNGAttackHealStateNumber == 2) { enemy_RNG.generateEnemyAttackHealStatNumber(); //UI UPDATED maintextBox.text = "<b><color=#ff0000ff>ENEMY</color></b>" + "<b> HEALS!</b>"; Debug.Log("Enemy HEALS"); yield return(new WaitForSeconds(2)); //ENEMY HEALS enemy_AI.enemyHealedUp(); //UI UPDATED maintextBox.text = "<b><color=#ff0000ff>ENEMY</color></b>" + " has" + "<b> HEALED</b>" + " by " + "<b>" + enemy_AI.enemyHealed + "HP" + "</b>"; enemyUI.text = enemy_AI.enemyCurrentHealth + "/" + enemy_AI.enemyMaxHealth; heal.Play(); enemyAnim.Play("Enemy_Heals"); //IS PLAYER DEAD? if (player_Controller.playerCurrentHealth <= 0) { //Debug.Log("Player Dead"); gameState = GameState.playerLost; endState(); } else { yield return(new WaitForSeconds(0.1f)); gameState = GameState.playerTurn; StartCoroutine(playerTurnState()); } } }
//ENEMY TURN STATE IEnumerator enemyTurnState() { enemy_RNG.generateRNGAttackHealStateNumber(); enemy_RNG.generateEnemyCardPosition(); enemy_RNG.generateEnemyAttackHealStatNumber(); //PLAYER BUTTONS DISABLED playerAttackButton.SetActive(false); playerHealButton.SetActive(false); yield return(new WaitForSeconds(2)); maintextBox.text = "Enemy Turn"; yield return(new WaitForSeconds(2)); //ENEMY ATTACK if (enemy_RNG.enemyRNGAttackHealStateNumber == 1) { enemy_RNG.generateEnemyAttackHealStatNumber(); //UI UPDATED maintextBox.text = "Enemy ATTACKS"; Debug.Log("Enemy Attacks"); yield return(new WaitForSeconds(2)); //PLAYER DAMAGED player_Controller.playerTakenDamage(); //UI UPDATED maintextBox.text = "Player has taken " + player_Controller.enemyDamageGiven + " DAMAGE"; playerUI.text = player_Controller.playerCurrentHealth + "/" + player_Controller.playerMaxHealth; //IS PLAYER DEAD? if (player_Controller.playerCurrentHealth <= 0) { player_Controller.playerCurrentHealth = 0; //Debug.Log("Player Dead"); gameState = GameState.playerLost; endState(); } else { yield return(new WaitForSeconds(0.1f)); gameState = GameState.playerTurn; StartCoroutine(playerTurnState()); } } //ENEMY HEALS if (enemy_RNG.enemyRNGAttackHealStateNumber == 2) { enemy_RNG.generateEnemyAttackHealStatNumber(); //UI UPDATED maintextBox.text = "Enemy HEALS"; Debug.Log("Enemy HEALS"); yield return(new WaitForSeconds(2)); //ENEMY HEALS enemy_AI.enemyHealedUp(); //UI UPDATED maintextBox.text = "Enemy has HEALED by " + enemy_AI.enemyHealed + " HP"; enemyUI.text = enemy_AI.enemyCurrentHealth + "/" + enemy_AI.enemyMaxHealth; //IS PLAYER DEAD? if (player_Controller.playerCurrentHealth <= 0) { //Debug.Log("Player Dead"); gameState = GameState.playerLost; endState(); } else { yield return(new WaitForSeconds(0.1f)); gameState = GameState.playerTurn; StartCoroutine(playerTurnState()); } } }