// Function for Head button - Lower opponent defense, lower damage public void Head() { if(playerTurn) { // Battle characters Fight fighter = new Fight(); damage = fighter.CharacterFightHead<Bandit>(playerMerchant, playerTurn, die); if(enemyEntity.DefencePower > 0) { enemyEntity.DefencePower -= 1; } // end if GameObject.Find ("Battler2Defense").GetComponent<Text> ().text = enemyEntity.DefencePower.ToString (); // Generate fight box verb randomVerb = verbs [Random.Range (0, verbs.Count)]; // Process fight Invoke ("Fight", 0.0f); } //end if }
// Enemy fighting function void EnemyFight() { int dieRoll = die.Roll (1, 3); switch (dieRoll) { case 1: { // Battle characters Fight fighter = new Fight(); damage = fighter.CharacterFightHead<Bandit>(playerMerchant, playerTurn, die); if(playerMerchant.DefencePower > 0) { playerMerchant.DefencePower -= 1; } //end if GameObject.Find ("Battler1Defense").GetComponent<Text> ().text = playerMerchant.DefencePower.ToString (); // Generate fight box verb randomVerb = verbs [Random.Range (0, verbs.Count)]; // Process fight Invoke ("Fight", 0.0f); break; } //end case Head case 2: { // Battle characters Fight fighter = new Fight(); damage = fighter.CharacterFightTorso<Bandit>(playerMerchant, playerTurn, die); // Generate fight box verb randomVerb = verbs [Random.Range (0, verbs.Count)]; // Process fight Invoke ("Fight", 0.0f); break; } //end case Torso case 3: { // Battle characters Fight fighter = new Fight(); damage = fighter.CharacterFightFeint<Bandit>(playerMerchant, playerTurn, die); playerMerchant.AttackPower *= 2; GameObject.Find ("Battler1Attack").GetComponent<Text> ().text = playerMerchant.AttackPower.ToString (); // Generate fight box verb randomVerb = "feinted at"; // Process fight Invoke ("Fight", 0.0f); break; } //end case Feint default: { break; } //end case default } //end switch }