void SetupBattle() { player0Hud.SetHud(player0unit); player0Hud.SetHud(player1unit); player0Hud.SetHud(player2unit); player0Hud.SetHud(player3unit); }
IEnumerator SetupBattle() { //instantiate the player, make it a child off the player battle station. GameObject playerGO = Instantiate(playerPrefab, playerBattleStation); //create a variable called "playerUnit" which is basically the script attached to the player we instantiated. playerUnit = playerGO.GetComponent <Unit>(); //same as above but for enemy GameObject enemyGO = Instantiate(enemyPrefab, enemyBattleStation); enemyUnit = enemyGO.GetComponent <Unit>(); //change the text at the bottom of the screen to show which enemy appeared dialogueText.text = "A wild " + enemyUnit.unitName + " approachs"; //calls the script playerHUD and enemyHUD and calls the function setHUD from that script, that sets the HP bar/name/level of enemy // and displays it on screen playerHUD.SetHud(playerUnit); enemyHUD.SetHud(enemyUnit); //wait 2 seconds yield return(new WaitForSeconds(2f)); //change the enum to PLAYERTURN and then call the function playerturn; state = BattleState.PLAYERTURN; playerTurn(); }
IEnumerator SetUpBattle() { GameObject playerGo = Instantiate(PlayerPrefab, PlayerBattleStation); playerUnit = playerGo.GetComponent <Unit>(); PlayerAnimation = playerGo.GetComponentInChildren <Animator>(); GameObject Party2Go = Instantiate(PartyMember2Prefab, PartyMember2Station); Party2Unit = Party2Go.GetComponent <Unit>(); if (PlayerInfo.EnemyName == "Big Bad Tree") { GameObject enemyGo = Instantiate(BossPrefab, EnemyBattleStattion); enemyUnit = enemyGo.GetComponent <Unit>(); } else { GameObject enemyGo = Instantiate(EnemyPrefab, EnemyBattleStattion); enemyUnit = enemyGo.GetComponent <Unit>(); } dialogueText.text = "Monster " + enemyUnit.unitName + " attacks!"; if (PlayerInfo.BattleNumber > 0) { SetStats(); } SetEnemyStats(); playerHud.SetHud(playerUnit); Party2Hud.SetHud(Party2Unit); enemyHud.SetHud(enemyUnit); yield return(new WaitForSeconds(2f)); state = BattleState.PLAYERTURN; PlayerTurn(); }