public void SwitchPanels() { options.hide(); switch (button.name) { case "Hurt": attack.show(); skills.hide(); items.hide(); break; case "Consume": attack.hide(); skills.hide(); items.show(); break; case "Protect": attack.hide(); skills.show(); items.show(); break; case "Run": playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; } }
private void CheckForSubOption() { if (Input.GetKeyDown(KeyCode.Z)) { switch (index) { case 0: options.hide(); attack.show(); skills.hide(); items.hide(); totalOptions = Attacks.GetSize(); player.switchState(Transitions.Command.attackSelect); break; case 1: options.hide(); items.show(); attack.hide(); skills.hide(); //totalOptions = Items.GetSize(); player.switchState(Transitions.Command.itemSelect); break; case 2: options.hide(); skills.show(); attack.hide(); items.hide(); totalOptions = Skills.GetSize(); player.switchState(Transitions.Command.skillSelect); break; case 3: options.hide(); player.switchState(Transitions.Command.exitBattle); break; default: break; } } }
void Awake() { player = GameObject.Find("PlayerController").GetComponent <SMPlayerStats>(); //dialogueManager = GameObject.Find("DialogueManager").GetComponent<DialogueManager>(); Continue = GameObject.Find("Continue").GetComponent <Button>(); playerNav = GameObject.Find("PlayerNav").GetComponent <Image>(); attack = GameObject.Find("Attack sub").GetComponent <PanelScript>(); skills = GameObject.Find("Skill sub").GetComponent <PanelScript>(); items = GameObject.Find("Item sub").GetComponent <PanelScript>(); options = GameObject.Find("Options").GetComponent <PanelScript>(); options.show(); attack.hide(); skills.hide(); items.hide(); playerNav.gameObject.SetActive(true); }
private void CheckForAction(string action) { if (Input.GetKeyDown(KeyCode.X)) { options.show(); attack.hide(); skills.hide(); items.hide(); player.switchState(Transitions.Command.back); } Text text; string name; Action move = new Attacks(); (int, int, int)stats = (0, 0, 0); switch (action) { case "attack": break; case "skill": move = new Skills(); break; case "item": //move = new Items(); break; default: break; } if (Input.GetKeyDown(KeyCode.Z)) { //gonna need a way to scroll down for when there are more than 4 options switch (index) { case 0: text = button0.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button0.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; case 1: text = button1.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button1.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; case 2: text = button2.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button2.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; case 3: text = button3.GetComponentInChildren <Text>(); name = text.ToString(); displayStat = button3.GetComponent <SMDialogueTrigger>(); stats = move.Use(name); break; default: break; } playerNav.gameObject.SetActive(false); string[] msg = new string[] { "Your anixety changed by " + stats.Item1 + "!\nYour will changed by " + stats.Item2 + "!\nYou dealt " + stats.Item3 + " damage to the enemy!" }; displayStat.TriggerDialogue(new Dialogue("", msg)); SMDialogueTrigger.turn = 0; player.switchState(Transitions.Command.playerChoice); } }