Exemplo n.º 1
0
    //*********Shared Targeted Actions********//

    public void AttackSpecificEnemy()
    {
        if (currentPlayer.Equals("alanis"))
        {
            if (currentMove.Equals("headbutt") && RoundControl.manaCount >= 1)
            {
                RoundControl.manaCount -= 1;
                ManaControl.ShowMana(RoundControl.manaCount);
                StartCoroutine(alanisControl.Headbutt());
            }
            else if (currentMove.Equals("whirlwind") && RoundControl.manaCount >= 2)
            {
                RoundControl.manaCount -= 2;
                ManaControl.ShowMana(RoundControl.manaCount);
                StartCoroutine(WhirlwindControl.Whirlwind());
            }
        }
        else if (currentPlayer.Equals("hardwon"))
        {
            if (currentMove.Equals("hammerJab") && RoundControl.manaCount >= 1)
            {
                RoundControl.manaCount -= 1;
                ManaControl.ShowMana(RoundControl.manaCount);
                StartCoroutine(hardwonControl.HammerJab());
            }
            else if (currentMove.Equals("thunderclap") && RoundControl.manaCount >= 2)
            {
                RoundControl.manaCount -= 2;
                ManaControl.ShowMana(RoundControl.manaCount);
                StartCoroutine(ThunderclapControl.Thunderclap());
            }
        }
        else if (currentPlayer.Equals("mavrus"))
        {
            if (currentMove.Equals("firebolt") && RoundControl.manaCount >= 1)
            {
                RoundControl.manaCount -= 1;
                ManaControl.ShowMana(RoundControl.manaCount);
                StartCoroutine(FireboltControl.Firebolt());
            }
        }
    }
Exemplo n.º 2
0
    //**********Coroutines*********//
    IEnumerator RoundTaker()
    {
        while (true)
        {
            if (FirewallControl.fireWallActive)
            {
                FirewallControl.RemoveFireWall();
            }
            manaCount = 4;
            ManaControl.ShowMana(manaCount);
            playerRoundTaken = false;
            StartCoroutine(TakePlayerTurn());
            yield return(new WaitUntil(() => playerRoundTaken));

            yield return(new WaitForSeconds(1));

            if (menuEnabled)//game still active
            {
                enemyRoundTaken = false;
                StartCoroutine(EnemyTurnTaker.TakeOverallTurn());
                yield return(new WaitUntil(() => enemyRoundTaken));
            }
        }
    }