void RemoveQueue() { movetext.text = Queued[0].AttackName; combatLogic.AttackID = Queued[0].AttackID; if (Queued.Count >= 2) { if (Queued[1].AttackID == 6) { Queued[0].BaseDmg += 10; Queued.RemoveAt(1); } } // combatLogic.CurrentDamage = Queued[0].BaseDmg; combatLogic.CurrentElement = Queued[0].AttackElement; if (combatLogic.targeting) { camControl.SwitchCamera(Queued[0].cameraNum); } displayingAttack = true; CurrentAttackTick = 0; attacklock = true; combatLogic.attackCheck -= 1; combatLogic.playerLock = true; Queued.RemoveAt(0); TopQueue = Queued[0]; }
// Start is called before the first frame update void Start() { TopStream = Attacks[Random.Range(0, Attacks.Count)]; BottomStream = Attacks[Random.Range(0, Attacks.Count)]; QueueImage1.SetActive(false); QueueImage2.SetActive(false); QueueImage3.SetActive(false); displayingAttack = false; //attacklock = false; }
void AddtoQueue() { if (combatLogic.playerManaLoss) { combatLogic.mana -= TopStream.ManaCost; } Queued.Add(TopStream); TopStream = BottomStream; BottomStream = Attacks[Random.Range(0, Attacks.Count)]; TopQueue = Queued[0]; }
void RemoveStream() { TopStream = BottomStream; BottomStream = Attacks[Random.Range(0, Attacks.Count)]; combatLogic.mana -= 20; }
void SwapStream() { tmp = TopStream; TopStream = BottomStream; BottomStream = tmp; }
void bonusAdd() { Queued.Add(Attacks[Random.Range(0, Attacks.Count)]); TopQueue = Queued[0]; }