// Update is called once per frame void Update() { switch (state) { case (TurnState.ENEMY): fightMenuUI.SetActive(false); enemy.attack(enemy.attacks[0], playerCreature); fight.updateHealth(); fight.switchUI(fightUIState.OPTIONS); state = TurnState.PLAYER; break; case (TurnState.PLAYER): fightMenuUI.SetActive(true); //waits for user input break; default: break; } if (playerCreature.currHP <= 0) { playerWon = false; endFight(); player.looseCreature(playerCreature); } if (enemy.currHP <= 0) { playerWon = true; endFight(); Destroy(enemy.gameObject); } }
void OnEnable() { controll.enabled = false; state = playerCreature.initiative > enemy.initiative ? TurnState.PLAYER : TurnState.ENEMY; fight = GetComponent <FightUI>(); fight.player = playerCreature; fight.setUpAttackButtons(); fight.updateHealth(); }