public void TriggerStats() { switch (button.name) { case "Hurt": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Consume": playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Protect": playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Run": playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; } }
public void TriggerStats() { switch (button.name) { case "Attack 1": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Attack 2": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Attack 3": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Attack 4": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Skill 1": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Skill 2": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Skill 3": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Skill 4": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Item 1": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Item 2": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Item 3": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; case "Item 4": NPCEntity.damageEntityStat1(PlayerStats.playerDPS1); //player attacks with attack1 playerTurn.playerTurn = false; NPCEntity.NPCTurn = true; break; } }