public virtual void FinishTurn(int pointsAdded) { tokenInPlay = false; turnController.NextTurn(pointsAdded); ShowOverlay(); turnController.UpdateUndoRedoButtons(); }
/// <summary> /// Logica voor het update van de turn controller /// </summary> private void UpdateTurnController() { //Check of de tijd verstreken is. int timeLeft = turnController.GetTurnTimeInSeconds(); //Als er geen tijd meer over is, volgende beurt. if (timeLeft <= 0) { turnController.NextTurn(); } }
IEnumerator Active() { while (transform.position.y < -1.75f) { transform.Translate(0f, Time.deltaTime * 16f, 0f); yield return(null); } while (transform.position.y > -2f) { transform.Translate(0f, -Time.deltaTime * 16f, 0f); yield return(null); } yield return(new WaitForSeconds(0.5f)); initialise.Trash(); OnPressed(new GameObject[] { turnController.boss }); turnController.NextTurn(); }
public void TakeTurn() { //Dead people won't do shit if (stats.alive == false) { turnController.NextTurn(); return; } //Burning status effect if (stats.burning && stats.burnCounter > 0) { stats.currentHP -= 10; stats.burnCounter -= 1; if (stats.burnCounter == 0) { stats.burning = false; } } //Crit handle if (stats.crit && stats.critCount > 0) { stats.critCount -= 1; } else { stats.critMulti = 1; } //Sneak handle if (stats.sneak && stats.sneakCounter > 0) { stats.sneakCounter -= 1; } else { stats.sneak = false; } //Handling of turns if (characterType == CharacterType.NPC) { if (turnController.hero.GetComponent <Stats>().alive == false) { print("You have dieded"); StartCoroutine(DeathScene()); } else { StartCoroutine(EnemyAttack()); } } else { if (turnController.boss.GetComponent <Stats>().alive == false) { print("You have wonnededed"); StartCoroutine(OutroScene()); } else { initialiseActionButtons.Initialise(GetComponent <Stats>().activeSkills); } } print(GetComponent <Stats>().currentHP); }
public void Shtorm() { TurnController turnController = GameObject.Find("NextTurn").GetComponent <TurnController>(); turnController.NextTurn(); }