IEnumerator Attack() { //disable this button btn.interactable = false; mm.PlayerID = 1; FindObjectOfType <AudioManager>().Play("Click"); //no longer player's turn ps.IsCharacterTurn = false; //if they're stunned if (ps.Stuntime > 0) { yield return(StartCoroutine(mm.Stunned(pc, ec))); } else { //declare the stun is worn off if (ps.Stuntime == 0) { mm.b1.interactable = false; mm.b2.interactable = false; mm.b3.interactable = false; mm.b4.interactable = false; mm.MoveBtn.interactable = false; yield return(StartCoroutine(mm.DisplayText(ps.name + " is no longer stunned!"))); ps.Stuntime = -1; } //use the move yield return(StartCoroutine(mm.UseMove(moveID, pc, ec))); } //update all the stats es.ChipsText.text = "Chips X " + es.Chips.ToString(); es.AtkText.text = "Atk X " + es.Atk.ToString(); es.DefText.text = "Def X " + es.Def.ToString(); // es.LvlText.text = "Lvl X " + es.Lvl.ToString(); es.LuckText.text = "Luck X " + es.Luck.ToString(); ps.ChipsText.text = "Chips X " + ps.Chips.ToString(); ps.AtkText.text = "Atk X " + ps.Atk.ToString(); ps.DefText.text = "Def X " + ps.Def.ToString(); ps.LvlText.text = "Lvl X " + ps.Lvl.ToString(); ps.LuckText.text = "Luck X " + ps.Luck.ToString(); ////////// yield return(null); }
private IEnumerator Out() { yield return(StartCoroutine(mm.DisplayText("Thank you for playing, your score is: " + ps.Chips + "!"))); //set the highschore in the main menu if (ps.Chips > PlayerPrefs.GetInt("HighScore", 0)) { PlayerPrefs.SetInt("HighScore", ps.Chips); } SceneManager.LoadScene(0); yield return(null); }
public override IEnumerator CheckDead() { // i do this alot because i really dont want the player hitting buttons when they shouldn't be mm.b1.interactable = false; mm.b2.interactable = false; mm.b3.interactable = false; mm.b4.interactable = false; mm.MoveBtn.interactable = false; //they died if (Chips <= 0) { FindObjectOfType <AudioManager>().Play("Lose"); yield return(StartCoroutine(mm.DisplayText(name + " is out of chips!"))); yield return(StartCoroutine(mm.DisplayText("Game Over!"))); mm.PlayerID = 0; SceneManager.LoadScene(0); } yield return(null); }
IEnumerator Attack() { btn.interactable = false; mm.PlayerID = 4; FindObjectOfType <AudioManager>().Play("Click"); ps.IsCharacterTurn = false; if (ps.Stuntime > 0) { yield return(StartCoroutine(mm.Stunned(pc, ec))); } else { mm.b1.interactable = false; mm.b2.interactable = false; mm.b3.interactable = false; mm.b4.interactable = false; mm.MoveBtn.interactable = false; Debug.Log("testing"); if (ps.Stuntime == 0) { yield return(StartCoroutine(mm.DisplayText(ps.name + " is no longer stunned!"))); ps.Stuntime = -1; } yield return(StartCoroutine(mm.UseMove(moveID, pc, ec))); } es.ChipsText.text = "Chips X " + es.Chips.ToString(); es.AtkText.text = "Atk X " + es.Atk.ToString(); es.DefText.text = "Def X " + es.Def.ToString(); // es.LvlText.text = "Lvl X " + es.Lvl.ToString(); es.LuckText.text = "Luck X " + es.Luck.ToString(); ps.ChipsText.text = "Chips X " + ps.Chips.ToString(); ps.AtkText.text = "Atk X " + ps.Atk.ToString(); ps.DefText.text = "Def X " + ps.Def.ToString(); ps.LvlText.text = "Lvl X " + ps.Lvl.ToString(); ps.LuckText.text = "Luck X " + ps.Luck.ToString(); yield return(null); }
IEnumerator canAttack() { //if it's the character's turn if (IsCharacterTurn == true) { mm.b1.interactable = false; mm.b2.interactable = false; mm.b3.interactable = false; mm.b4.interactable = false; mm.MoveBtn.interactable = false; IsCharacterTurn = false; //check the stun if (es.Stuntime > 0) { yield return(StartCoroutine(mm.Stunned(ec, pc))); } //else they can attack else { //declare if the stun timer is over if (es.Stuntime == 0) { yield return(StartCoroutine(mm.DisplayText(es.name + " is no longer stunned!"))); es.Stuntime = -1; } //attack with a random move int move = Random.Range(1, 5); while (move == LastMoveID) { move = Random.Range(1, 5); } if (move == 1) { yield return(StartCoroutine(mm.UseMove(MoveId1, ec, pc))); } else if (move == 2) { yield return(StartCoroutine(mm.UseMove(MoveId2, ec, pc))); } else if (move == 3) { yield return(StartCoroutine(mm.UseMove(MoveId3, ec, pc))); } else if (move == 4) { yield return(StartCoroutine(mm.UseMove(MoveId4, ec, pc))); } LastMoveID = move; //we save this so they dont do the same move twice in a row // Player.IsCharacterTurn = true; es.ChipsText.text = "Chips X " + es.Chips.ToString(); es.AtkText.text = "Atk X " + es.Atk.ToString(); es.DefText.text = "Def X " + es.Def.ToString(); // es.LvlText.text = "Lvl X " + es.Lvl.ToString(); es.LuckText.text = "Luck X " + es.Luck.ToString(); ps.ChipsText.text = "Chips X " + ps.Chips.ToString(); ps.AtkText.text = "Atk X " + ps.Atk.ToString(); ps.DefText.text = "Def X " + ps.Def.ToString(); ps.LvlText.text = "Lvl X " + ps.Lvl.ToString(); ps.LuckText.text = "Luck X " + ps.Luck.ToString(); Background.enabled = false; // Description.enabled = false; yield return(null); } Description.text += "\nIt is your turn!"; mm.b1.interactable = true; mm.b2.interactable = true; mm.b3.interactable = true; mm.b4.interactable = true; mm.MoveBtn.interactable = true; if (mm.PlayerID == 1) { mm.b1.interactable = false; } if (mm.PlayerID == 2) { mm.b2.interactable = false; } if (mm.PlayerID == 3) { mm.b3.interactable = false; } if (mm.PlayerID == 4) { mm.b4.interactable = false; } yield return(null); } }