public void Start() { playerTurn = 0; state = BS_States.off; Debug.Log("F to fight"); // objectControlling = player1.gameObject; }
public void SwitchTurn() { if (state == BS_States.on) { //player1.turnPhase = SlingShotPlayer.TurnPhase.rockToss; Debug.Log("change player phase check commented"); state = BS_States.wait; totalTurns += 1; nextTurnAt = Time.time + turnWaitTime; } }
public void Update() { //state management if (state == BS_States.off)//off { state = BS_States.prestart; Debug.Log("Entered STage AutoMAtically"); } else if (state == BS_States.prestart)//prestart { Debug.Log("Prestart"); state = BS_States.on; } else if (state == BS_States.wait)//wait { if (Time.time >= nextTurnAt) { state = BS_States.on; } } else if (state == BS_States.endgame)//wait { if (Time.time >= endgamePhase) { if (Input.GetKeyDown(KeyCode.Return)) { state = BS_States.off; //player1.gameObject.SetActive(true); //player1.hp = player1.mhp; playerTurn = 0; } } else { Debug.Log("Le calc "); } } }