public override void OnExecute() { GameTurnManager turnMng = GameTurnManager.GetInstance(); PawnActions actions = turnMng.GetCurrentPawn().GetComponent <PawnActions>(); ActionRunner selectedAction = actions.m_DefaultAttack; //Set target int id = Random.Range(0, turnMng.m_PlayerPawns.Count); GameObject obj = turnMng.m_PlayerPawns[id]; selectedAction.m_Target = obj; selectedAction.ActionDescription = turnMng.GetCurrentPawn().GetComponent <PawnBehavior>().m_AttackDescription; //Set the action to run and go to next state m_Behavior.SetSelectedAction(selectedAction); m_Behavior.ActionReady(); m_Runner.SetCurrentState((int)RunSingleTurnState.RunAction, "AI has selected action"); }
public override void OnEnter() { GameTurnManager turnMng = GameTurnManager.GetInstance(); m_Behavior.m_UITurnHistory.UpdateTurnHistory(turnMng); GameObject obj = turnMng.GetCurrentPawn(); PawnStatistics stat = obj.GetComponent <PawnStatistics>(); if (stat.m_IsControlledByPlayer) { m_Runner.SetCurrentState((int)RunSingleTurnState.PlayerTurn, "Player turn"); } else { m_Runner.SetCurrentState((int)RunSingleTurnState.AITurn, "Enemy turn"); } }