IEnumerator SetupBattle(string enemyName) { // Add player. player = Instantiate(playerPrefab, playerSpawnPoint).GetComponent <Unit>(); // Add enemy. if (enemyDataMap.ContainsKey(enemyName)) { currentEnemy = Instantiate(enemyDataMap[enemyName], enemySpawnPoint).GetComponent <Unit>(); } else { Debug.LogError("Enemy GameObject not found, MayDay!! MayDay!!"); } yield return(new WaitForSeconds(1f)); playerHUD.SetupHUD(player); enemyHUD.SetupHUD(currentEnemy); buttonsGameObject.SetActive(false); dialogueText.gameObject.SetActive(true); string dialogue = "A wild " + currentEnemy.unitName + " approaches..."; dialogueText.text = dialogue; yield return(new WaitForSeconds(1f)); state = BattleState.PLAYERTURN; PlayerTurn(); }
// Start is called before the first frame update IEnumerator Start() { battleState = BattleState.START; inputState = InputState.STALL; GameObject playerGO = Instantiate(playerPrefab, playerBattleStation); GameObject enemyGO = Instantiate(enemyPrefab, enemyBattleStation); playerUnit = playerGO.GetComponent <Unit>(); enemyUnit = enemyGO.GetComponent <Unit>(); dialogueText.text = "Fighting a " + enemyUnit.unitName + "..."; playerBattleHUD.SetupHUD(playerUnit); enemyBattleHUD.SetupHUD(enemyUnit); yield return(new WaitForSeconds(2f)); battleState = BattleState.PLAYERTURN; StartOneTurn(); }