private void BuffAttack() {//increase the players attack EnemyStateText.text = ""; ownData.DecreaseMana(2); ownData.increaseAttack(); //animation for increasing Attack animator.SetTrigger("BuffAttack"); //sound effect audioPlayer.PlayOneShot(SFX[3]); EndTurn(); }
private IEnumerator Execute() {//make a decision for what to do Debug.Log("The AI is thinking..."); yield return(new WaitForSeconds(2.5f)); //low health if (HealthCheckSequence.nodeState == NodeStates.SUCCESS) { Debug.Log("The AI decided to heal itself"); UpdateSprites(); ownData.DecreaseMana(5); ownData.Heal(); //animation for healing animator.SetTrigger("Heal"); StateText.text = "Heal!"; //sound effect audioPlayer.PlayOneShot(SFX[0]); }//apply a buff else if (BuffSelectorNode.nodeState == NodeStates.SUCCESS) { //determine which buff to use if (ManaCheckSequence.nodeState == NodeStates.SUCCESS) { Debug.Log("The AI decided to Increase mana!"); UpdateSprites(); ownData.increaseMana(); //animation for increasing mana animator.SetTrigger("BuffMana"); StateText.text = "Increase mana!"; //sound effect audioPlayer.PlayOneShot(SFX[1]); } else if (DefenceCheckSequence.nodeState == NodeStates.SUCCESS) { Debug.Log("The AI decided to Increase Defence!"); UpdateSprites(); ownData.DecreaseMana(2); ownData.increaseDefence(); //animation for increasing Defence animator.SetTrigger("BuffDefence"); StateText.text = "Increase Defence!"; //sound effect audioPlayer.PlayOneShot(SFX[2]); } else if (AttackCheckSequence.nodeState == NodeStates.SUCCESS) { Debug.Log("Increase Attack!"); UpdateSprites(); ownData.DecreaseMana(2); ownData.increaseAttack(); //animation for increasing Attack animator.SetTrigger("BuffAttack"); StateText.text = "Increase Attack!"; //sound effect audioPlayer.PlayOneShot(SFX[3]); } }//attack the player else if (AttackPlayerNode.nodeState == NodeStates.SUCCESS) { Debug.Log("The AI decided to attack the player"); UpdateSprites(); playerData.Damage(ownData.CurrentAttack); ownData.DecreaseAttack(); ownData.DecreaseMana(1); //animation for attacking animator.SetTrigger("Attack"); StateText.text = "Direct Attack!"; //sound effect audioPlayer.PlayOneShot(SFX[4]); } else { Debug.Log("Default Attack"); UpdateSprites(); playerData.Damage(ownData.CurrentAttack); ownData.DecreaseAttack(); ownData.DecreaseMana(1); //animation for attacking animator.SetTrigger("Attack"); StateText.text = "Default Attack"; //sound effect audioPlayer.PlayOneShot(SFX[5]); } if (onTreeExecuted != null) { onTreeExecuted(); } }