// Update is called once per frame void Update() { Debug.Log(currentState); switch (currentState) { case (BattleStates.START): // SETUP BATTLE FUNCTION // battle begins // create enemy battleStateStartScript.PrepareBattle(); break; case (BattleStates.PLAYERCHOICE): break; case (BattleStates.ENEMYCHOICE): //coded ai goes here break; case (BattleStates.CALCDAMAGE): damage = battleCalcScript.CalculateUsedPlayerAbilityDamage(playerAbility); Debug.Log("CALCULATING DAMAGE"); Debug.Log(damage); damage_caused = battleStateStartScript.EnemyDamage(damage); //damage_text = damage.ToString(); //GUI.Label(damage_text); //GUILayout.Label (damage_text); //GUILayout.Text(battleStateStartScript.EnemyDamage(damage)); //GUILayout.Label (damage); //GUILayout.Label (battleStateStartScript.EnemyDamage(damage).ToString); // TRYING TO PRINT OUT RESULTS OF DAMAGE //GUI.Label(new Rect(Screen.width - 250,Screen.height - 50,100,30), damage.ToString); currentState = BattleStates.ENEMYCHOICE; //coded ai goes here break; case (BattleStates.CALCENEMYDAMAGE): currentState = BattleStates.PLAYERCHOICE; break; case (BattleStates.LOSE): //Application.Quit(); break; case (BattleStates.WIN): //Application.Quit(); break; } }