/// <summary> /// Shoots the projectile like an arrow or something. /// Shoots the projectile and then starts the coroutine until it gets there /// Once our projectile has hit, we can have the hero take damage and /// then we can tell the game our turn has finished /// </summary> /// <returns>The projectile.</returns> public IEnumerator shootProjectile() { Debug.Log("we have shot our projectile. go into animation cooldown round"); anim.SetTrigger("ShotProjectile"); // then we have to start a new coroutine for shooting the arrow ProjectileAnimator sa = GameObject.Find("Arrow").GetComponent <ProjectileAnimator>(); yield return(StartCoroutine(sa.FireProjectile())); // okay let's kill it ShakeCamera(); screenFlash(); enemyUnit.enemyHealth.TakeDamage(15); // for now we'll relinquish our turn here // tell our battle manager that we are done BattleManager batMan = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <BattleManager> (); batMan.attackDone = " Fired an arrow at " + enemyUnit.playerName; Toolbox.Instance.isLocked = false; }
/// <summary> /// Shoots the projectile like an arrow or something. /// Shoots the projectile and then starts the coroutine until it gets there /// Once our projectile has hit, we can have the hero take damage and /// then we can tell the game our turn has finished /// </summary> /// <returns>The projectile.</returns> public IEnumerator shootProjectile() { Debug.Log("we have shot our projectile. go into animation cooldown round"); anim.SetTrigger("ShotProjectile"); // then we have to start a new coroutine for shooting the arrow ProjectileAnimator sa = GameObject.Find("Arrow").GetComponent <ProjectileAnimator>(); yield return(StartCoroutine(sa.FireProjectile())); // okay let's kill it ShakeCamera(); screenFlash(); EnemyUnit attackingPlayer = gameObject.GetComponent <EnemyUnit> (); TargetPicker playerTargetPicker = gameObject.AddComponent <TargetPicker>(); playerTargetPicker.currentPlayer = attackingPlayer; playerTargetPicker.battleList = gameObject.GetComponent <BattleMenu> ().allCombatants; playerTargetPicker.loadBattle(); targetUnit = playerTargetPicker.RandomTarget().gameObject.GetComponent <PlayerUnit> (); int damageDealt = Mathf.RoundToInt(Random.Range(attackDamage * 0.8f, attackDamage * 1.2f)); targetUnit.playerHealth.TakeDamage(damageDealt); Destroy(playerTargetPicker); // for now we'll relinquish our turn here // tell our battle manager that we are done BattleManager batMan = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <BattleManager> (); batMan.turnFinished = true; batMan.attackDone = " Fired an arrow at " + targetUnit.playerName; Toolbox.Instance.isLocked = false; }