IEnumerator EnemyThinkingRoutine(float puseDuration) { Debug.Log("Enemy thinking..."); yield return(new WaitForSeconds(puseDuration)); // look to see if there are any slimes in play _slimeToAttack = GameObject.Find("Slime"); // if a slime is not found target player if (_slimeToAttack = null) { targetToAttack = player; } // if a slime is found target that slime else { targetToAttack = _slimeToAttack; } // creature chooses its attack and preforms it creatue.ChooseAttack(); Debug.Log("Enemy performs action"); // at end of turn, end dragonRage if it was activated creatue.isRaging = false; EnemyTurnEnded?.Invoke(); // turn over. Go back to Player StateMachine.ChangeState <PlayerTurnCardGameState>(); }
IEnumerator EnemyThinkingRoutine(float pauseDuration) { Debug.Log("Enemy thinking..."); yield return(new WaitForSeconds(pauseDuration)); Debug.Log("Enemy performs action"); EnemyTurnEnded?.Invoke(); //turn over. Go back to Player. StateMachine.ChangeState <PlayerTurnCardGameState>(); }
IEnumerator EnemyThinkingRoutine(float pauseDuration) { Debug.Log("Enemy thinking..."); yield return(new WaitForSeconds(pauseDuration)); Debug.Log("Enemy swipes at the player for 3 damage"); _player.TakeDamage(3); EnemyTurnEnded?.Invoke(); StateMachine.ChangeState <PlayerTurnCardGameState>(); }
IEnumerator EnemyThinkingRoutine(float puseDuration) { Debug.Log("Enemy thinking..."); yield return(new WaitForSeconds(puseDuration)); if (player != null) { player._currentHealth -= 10; } Debug.Log("Enemy performs action"); EnemyTurnEnded?.Invoke(); // turn over. Go back to Player StateMachine.ChangeState <PlayerTurnCardGameState>(); }
IEnumerator EnemyThinkingRoutine(float pauseDuration) { Debug.Log("Enemy thinking..."); yield return(new WaitForSeconds(pauseDuration)); int rand = UnityEngine.Random.Range(0, 2); Transform randomCard = EnemyArea.transform.GetChild(rand); randomCard.transform.SetParent(dropZone.transform, false); AudioHelper.PlayClip2D(endDragSound, 1f); Debug.Log("Enemy performs action"); yield return(new WaitForSeconds(pauseDuration)); _dropZone.Discard(); EnemyTurnEnded?.Invoke(); playerCover.gameObject.SetActive(false); //turn over. Go back to Player. StateMachine.ChangeState <PlayerTurnCardGameState>(); }
public override void Exit() { EnemyTurnEnded?.Invoke(); }
public void EnemyWins() { EnemyTurnEnded?.Invoke(); StateMachine.ChangeState <EnemyWinCardGameState>(); Debug.Log("Enemy wins!"); }