void ChoseDefence() { int AnticaptionAtackIndex = Random.Range(1, 4); switch (AnticaptionAtackIndex) { case 1: AnticipateAttackDirection = CombatController.ActionDirection.ActionLeft; break; case 2: AnticipateAttackDirection = CombatController.ActionDirection.ActionOverhead; break; case 3: AnticipateAttackDirection = CombatController.ActionDirection.ActionRight; break; } }
public void AttackedFrom(CombatController.ActionDirection PlayerAttackDirection) { if (PlayerAttackDirection == CombatController.ActionDirection.ActionRight && AnticipateAttackDirection == CombatController.ActionDirection.ActionLeft) { combatController.SetBlocking(true); combatController.Action(AnticipateAttackDirection); } else if (PlayerAttackDirection == CombatController.ActionDirection.ActionLeft && AnticipateAttackDirection == CombatController.ActionDirection.ActionRight) { combatController.SetBlocking(true); combatController.Action(AnticipateAttackDirection); } else if (PlayerAttackDirection == CombatController.ActionDirection.ActionOverhead && AnticipateAttackDirection == CombatController.ActionDirection.ActionOverhead) { combatController.SetBlocking(true); combatController.Action(AnticipateAttackDirection); } }
void Attack() { combatController.SetBlocking(false); CombatController.ActionDirection AttackDirection = CombatController.ActionDirection.ActionOverhead; int AttackDirectionIndex = Random.Range(1, 4); switch (AttackDirectionIndex) { case 1: AttackDirection = CombatController.ActionDirection.ActionLeft; break; case 2: AttackDirection = CombatController.ActionDirection.ActionOverhead; break; case 3: AttackDirection = CombatController.ActionDirection.ActionRight; break; } combatController.Action(AttackDirection); }
public void AttackEnemyMessage(CombatController.ActionDirection AttackDirection) { enemy.AttackedFrom(AttackDirection); }