IEnumerator PlayerAtk1() { if (State == BattleState.PLAYERTURN) { atk1 = Random.Range(atk1Min, atk1Max); bool isDead = EnemyUnit.TakeDamage(atk1); //ACHIEVED MULTIPLE SOUNDS ON ONE SCRIPT!! GetComponent <AudioSource>().clip = Hit; GetComponent <AudioSource>().Play(); enemyHUD.HP.text = EnemyUnit.currentHP.ToString(); State = BattleState.ENEMYTURN; //CombatLog.text += atk1.ToString() + "dmg dealt to enemy." + "\n"; //CombatLog.color = Color.blue; UpdateCombatLog(atk1.ToString() + "dmg dealt to enemy.", Color.blue); EHalo.SetActive(false); PHalo.SetActive(true); yield return(new WaitForSeconds(2)); if (isDead) { State = BattleState.WON; EHalo.SetActive(false); PHalo.SetActive(false); EndBattle(); } else { StartCoroutine(EnemyTurn()); } } }
public void OnHeal() { if (State != BattleState.PLAYERTURN) { return; } else { StartCoroutine(PlayerHeal()); EHalo.SetActive(true); PHalo.SetActive(false); } }
void EndBattle() { if (State == BattleState.WON) { //winBox.SetActive(true); //WON.SetActive(true); wonEnd.SetActive(true); enemyPrefab.SetActive(false); EHalo.SetActive(false); PHalo.SetActive(false); } else if (State == BattleState.LOST) { //loseBox.SetActive(true); playerPrefab.SetActive(false); //LOST.SetActive(true); loseEnd.SetActive(true); EHalo.SetActive(false); PHalo.SetActive(false); } }
void PlayerTurn() { //Choose an action EHalo.SetActive(false); PHalo.SetActive(true); }