IEnumerator PlayerRepairBackWheelHP() { playerCarUnit.RepairBackWheelHP(2); playerHUD.SetBackWheelHP(playerCarUnit); DisablePlayerActions(); DisablePlayerRepairActions(); yield return(new WaitForSeconds(1f)); state = BattleState.ENEMYTURN; StartCoroutine(EnemyTurn()); }
IEnumerator PlayerAttackBackWheelHP() { bool isBackWheelDead = enemyCarUnit.TakeDamageBackWheelHP(playerCarUnit.mainWeaponDamage); enemyHUD.SetBackWheelHP(enemyCarUnit); Instantiate(littleExplosion, enemyInitialPosition); DisablePlayerActions(); DisablePlayerAttackActions(); yield return(new WaitForSeconds(1f)); if (isBackWheelDead) { StartCoroutine(WheelDestroyed()); attackBackWheelHP.gameObject.SetActive(false); if (enemyCarUnit.ReturnCarCurrentHP(enemyCarUnit.carCurrentHP)) { state = BattleState.WON; winScreen.SetActive(true); } else { state = BattleState.ENEMYTURN; StartCoroutine(EnemyTurn()); } } else { state = BattleState.ENEMYTURN; StartCoroutine(EnemyTurn()); } }