예제 #1
0
    public override void Play(CombatManager CM, UI_Combat UI)
    {
        base.Play(CM, UI);
        int resultingRoll = transform.GetComponent <EnemyUnit>().GetRandomNumber();

        //Debug.Log(gameObject.name + " rolled " + resultingRoll);

        if (resultingRoll >= 1 && resultingRoll <= 40)
        {
            Debug.Log("Used: " + eSkillList.availableSkills[0].skillName);
        }
        else if (resultingRoll >= 41 && resultingRoll <= 70)
        {
            Debug.Log("Used: " + eSkillList.availableSkills[1].skillName);
        }
        else
        {
            Debug.Log("Used: " + eSkillList.availableSkills[2].skillName);
        }

        if (CM.turnList.Count > 0)
        {
            CM.turnList.RemoveAt(0);
        }

        Debug.Log(CM.GetTurnListCount() + " Turns Left.");
    }
예제 #2
0
 public UIState_Skill(CombatManager CM, UI_Combat UI) : base(CM, UI)
 {
 }
 public UIState_Default(CombatManager CM, UI_Combat UI) : base(CM, UI)
 {
 }
예제 #4
0
 protected UIState(CombatManager CM, UI_Combat UI)
 {
     combatManager = CM;
     uiCombat      = UI;
 }
 public UIState_Attack(CombatManager CM, UI_Combat UI) : base(CM, UI)
 {
 }
 public UIState_EnemyTurn(CombatManager CM, UI_Combat UI) : base(CM, UI)
 {
 }
예제 #7
0
 public virtual void Play(CombatManager CM, UI_Combat UI)
 {
 }
 public virtual void KnockDown(CombatManager CM, UI_Combat UI)
 {
     CM.MoveUnitTurnToLast(this);
     GetComponent <SpriteRenderer>().color = Color.blue;
 }
 public UIState_Raid(CombatManager CM, UI_Combat UI) : base(CM, UI)
 {
 }