public void setStatusToAttackType() { status = AttackStatus.ATTACK_TYPE; UIAttackType.SetActive(true); UIAttackMentalTarget.SetActive(false); UIAttackPhysicalTarget.SetActive(false); UIAttack.SetActive(false); statusText.GetComponent <Text>().text = AttackTypeSelectString; attackTypeText.GetComponent <Text>().text = ""; attackTargetText.GetComponent <Text>().text = ""; attackType = AttackType.NONE; attackTypeMental = AttackTypeMental.NONE; attackTypePhysical = AttackTypePhysical.NONE; }
IEnumerator callAttackPlayer() { yield return(new WaitForSeconds(playerAttackWaitTime)); AttackType attackTypeFromEnemy = (AttackType)Random.Range(0, (int)AttackType.NONE); AttackTypeMental attackTypeMentalFromEnemy = (AttackTypeMental)Random.Range(0, (int)AttackTypeMental.NONE); AttackTypePhysical attackTypePhysicalFromEnemy = (AttackTypePhysical)Random.Range(0, (int)AttackTypePhysical.NONE); string result = player.GetComponent <Player>().calcDamege(attackType, attackTypeMental, attackTypePhysical); statusText.GetComponent <Text>().text = result; if (player.GetComponent <Player>().mentalPower <= 0 || player.GetComponent <Player>().mentalPower <= 0) { yield return(new WaitForSeconds(playerAttackWaitTime)); } yield return(new WaitForSeconds(playerAttackWaitTime)); setStatusToAttackType(); }
public void setAttackTypePhysical(int type) { attackTypePhysical = (AttackTypePhysical)type; attackTargetText.GetComponent <Text>().text = PhysicalTargetTypeString[(int)attackTypePhysical]; setStatusToAttackYesNo(); }