// Update is called once per frame void Update() { if (GameStateMachine.currentGameState != GameStateMachine.State.paused) { if (GameStateMachine.currentGameState == GameStateMachine.State.enemyTurn && currentProgress == enemyTurnState.playerTurn) { enemyCount = EnemyDatabase.enemies.Count; currentEnemy = 0; currentProgress = enemyTurnState.firstCharacter; } if (currentProgress == enemyTurnState.characterInProgress) { if (EnemyDatabase.enemies[currentEnemy].GetComponent <PlayerStats>().currStamina <= 0) { currentProgress = enemyTurnState.changingCharacter; currentEnemy++; } } else if (currentProgress == enemyTurnState.firstCharacter) { if (EnemyDatabase.enemies[currentEnemy].GetComponent <Enemy_Controller>().active == true) { EnemyDatabase.enemies[currentEnemy].GetComponent <Enemy_Controller>().selected = true; currentProgress = enemyTurnState.characterInProgress; } else { currentEnemy++; currentProgress = enemyTurnState.changingCharacter; } } if (currentProgress == enemyTurnState.changingCharacter) { if (currentEnemy == enemyCount) { GameStateMachine.currentGameState = GameStateMachine.State.playerTurn; foreach (GameObject enemy in EnemyDatabase.enemies) { enemy.GetComponent <PlayerStats>().currStamina = enemy.GetComponent <PlayerStats>().maxStamina; enemy.GetComponent <PathFinder>().currentState = PathFinder.pathFindingState.notSelected; enemy.GetComponent <PathFinder>().visitedNodes.Clear(); } foreach (GameObject player in PlayerDatabase.players) { player.GetComponent <Player_Controller>().selected = false; } bool foundActive = false; int count = 0; while (!foundActive) { if (PlayerDatabase.players[count].activeSelf == true) { foundActive = true; } else { count++; } } PlayerDatabase.players[count].GetComponent <Player_Controller>().selected = true; PlayerDatabase.selectedID = count; currentProgress = enemyTurnState.playerTurn; } else { if (EnemyDatabase.enemies[currentEnemy].GetComponent <Enemy_Controller>().active == true) { EnemyDatabase.enemies[currentEnemy].GetComponent <Enemy_Controller>().selected = true; currentProgress = enemyTurnState.characterInProgress; } else { currentEnemy++; } } } } }
// Use this for initialization void Start() { currentEnemy = 0; currentProgress = enemyTurnState.playerTurn; }