void b_Win_Conditions() { //function used to check every win/loss condition if (E_Ship_Array.Length == 0) { c_Battle = battle_State.Win; } else if (P_Ship_Array.Length == 0) { c_Battle = battle_State.Loss; } else { c_Battle = battle_State.PrePhase; } }
void nullifier() { Player = null; Enemy = null; isActive = false; Turns = null; CurrentTurn.c_Ship = null; CurrentTurn.c_Wep = null; CurrentTurn.t_Ship = null; P_Ship_Array = null; E_Ship_Array = null; active_Ship = null; act_Ship = 0; en_Ship = null; en_Turn = null; TurnTransScript = null; thisScene = null; set_Action = false; c_Action_Set = false; playerSets = false; c_Battle = battle_State.bNull; aSelect = null; }
// Update is called once per frame void Update() { Debug.Log(c_Battle); if (thisScene != SceneManager.GetActiveScene().name) { thisScene = SceneManager.GetActiveScene().name; } if (TurnTransScript == null && thisScene == "battleScene") { TurnTransScript = GameObject.Find("TurnHolder").GetComponent <TurnTransferScript>(); c_Battle = battle_State.PlayerTurn; } if (c_Battle == battle_State.PrePhase) { b_Pre_Action_Call(); c_Battle = battle_State.PlayerTurn; } //Debug.Log(P_Ship_Array[act_Ship]); if (c_Battle == battle_State.PlayerTurn) { Debug.Log("Player Turn yes"); if (TurnTransScript.currentAttackState == TurnTransferScript.attackState.playerSet) { Debug.Log("player Set Yes"); Debug.Log(CurrentTurn.c_Ship); Debug.Log(CurrentTurn.c_Wep); Debug.Log(CurrentTurn.t_Ship); if (CurrentTurn.c_Ship != null && CurrentTurn.c_Wep != null && CurrentTurn.t_Ship != null) { Debug.Log("Current Turn not null"); Debug.Log(act_Ship); //Debug.Log(Turns[act_Ship]); int acc = 0; for (int h = 0; h < P_Ship_Array.Length; h++) { if (P_Ship_Array[h] == null) { acc = h; break; } } Debug.Log(acc); Turns[act_Ship] = CurrentTurn; if ((act_Ship + 1) >= acc) { Debug.Log("enemy Turn"); TurnTransScript.currentAttackState = TurnTransferScript.attackState.playerDone; c_Battle = battle_State.EnemyTurn; } else { Debug.Log("still not enemy turn yet my homie"); act_Ship++; TurnTransScript.current_Ship = act_Ship; CurrentTurn.c_Ship = null; CurrentTurn.c_Wep = null; CurrentTurn.t_Ship = null; TurnTransScript.currentAttackState = TurnTransferScript.attackState.ASNull; } } } } if (Input.GetKey(KeyCode.K)) { Debug.Log("Cheat win go"); foreach (GameObject G in E_Ship_Array) { if (G != null) { Debug.Log(G.GetComponent <publicShip>()); G.GetComponent <publicShip>().ShipClass.s_Take_Damage(100000000, true); } } GameObject.Destroy(GameObject.Find("PreBattleState")); c_Battle = battle_State.Win; } if (c_Battle == battle_State.EnemyTurn && TurnTransScript.currentAttackState == TurnTransferScript.attackState.playerDone) { b_Enemy_Turn(); c_Battle = battle_State.ActionPhase; } if (c_Battle == battle_State.ActionPhase) { run_Actions(); c_Battle = battle_State.PostAction; } if (c_Battle == battle_State.PostAction) { b_Post_Action_Call(); b_Win_Conditions(); } if (c_Battle == battle_State.Win) { nullifier(); GameState.SwitchState((int)GameState.GameStateMachine.gs_OnOverworld); } if (c_Battle == battle_State.Loss) { GameState.SwitchState((int)GameState.GameStateMachine.gs_OnOverworld); } }