예제 #1
0
//Combat Logic
    public void ExecuteAttack(PhyAttack t)
    {
        print(t.myName + " attack does " + t.Damage + " damage");
        t.AttackAnim(enemyObj[i_enemySelect]);
        AddText(t.Damage.ToString(), enemyObj[i_enemySelect]);
        battleInfo.GetComponent <BattleInfo>().action.text = "";
        //actually do damage to target battler
        t.Attack(enemies[i_enemySelect]);
        battleInfo.GetComponent <BattleInfo>().DisplayTargetCharacter(enemies[i_enemySelect]);
        CheckTargetHealth(enemies[i_enemySelect]);
    }
예제 #2
0
 public void BackButton()
 {
     if (b_selectMove && !attackReady && !abilityReady)
     {
         b_selectParty = true;
         battleInfo.GetComponent <BattleInfo>().action.text = "select party member";
         b_selectMove = false;
     }
     else if (abilityReady)
     {
         if (selectedAbility != null)
         {
             ClearEnemySelector();
             b_selectEnemy = false;
             b_selectMove  = true;
             PopulateAbilities();
             selectedAbility = null;
             selectedAttack  = null;
         }
         else
         {
             abilityReady = false;
             DisableMoves(true);
         }
     }
     else if (attackReady)
     {
         if (selectedAttack != null)
         {
             ClearEnemySelector();
             b_selectEnemy = false;
             b_selectMove  = true;
             PopulatePhysAttacks();
             selectedAbility = null;
             selectedAttack  = null;
         }
         else
         {
             DisableMoves(true);
             battleInfo.GetComponent <BattleInfo>().action.text = "Select action";
             attackReady = false;
         }
     }
     else if (itemReady)
     {
         itemReady = false;
         DisableMoves(true);
     }
     else
     {
         print("nothing assigned to go back from");
     }
 }
예제 #3
0
    //handles the actual moment the button gets clicked, val is assigned on the button
    public void SelectMove(int val)
    {
        if (abilityReady)
        {
            selectedAbility = party[i_partySelect].myAbilities[val];
            if (selectedAbility.targetEnemy)
            {
                SelectArrow(enemyObj[i_enemySelect]);
            }
        }

        if (attackReady)
        {
            selectedAttack = party[i_partySelect].myPhyattacks[val];
            SelectArrow(enemyObj[i_enemySelect]);
        }
        battleInfo.GetComponent <BattleInfo>().action.text = "select target";
        DisableMoves();
        b_selectEnemy = true;
        b_selectMove  = false;
    }
예제 #4
0
//Battle UI



    IEnumerator playerRearm(float t = 2)
    {
        CheckVictory();
        yield return(new WaitForSeconds(t));

        if (!battleEnd)
        {
            battleInfo.GetComponent <BattleInfo>().ClearPlayerInfo();
            battleInfo.GetComponent <BattleInfo>().ClearTargetInfo();
            battleInfo.GetComponent <BattleInfo>().action.text = "Select party member";
            b_selectParty = true;
            i_partySelect = 0;
            SelectArrow(partyObj[i_partySelect]);
        }
        else
        {
        }

        attackReady     = false;
        abilityReady    = false;
        itemReady       = false;
        selectedAbility = null;
        selectedAttack  = null;
    }