// Update is called once per frame void Update() { switch (phase) { case battlePhase.PLAYER: cursor.SetActive(true); if (!checkingWait && allAreWaiting || Input.GetKeyDown(KeyCode.Alpha0)) { phase = battlePhase.ALLY; } break; case battlePhase.ALLY: cursor.SetActive(false); if (tileData.alliesInGame.Count == 0) { phase = battlePhase.ENEMY; RemoveWaitEnemy(); GiveTurnToAI(); } break; case battlePhase.ENEMY: cursor.SetActive(false); if (tileData.enemiesInGame.Count == 0) { RemoveWaitPlayer(); allAreWaiting = false; phase = battlePhase.PLAYER; } break; } }
IEnumerator ActionTime() { phase = battlePhase.Action; // Debug.Log ("Current Phase: " + phase); yield return(new WaitForSeconds(actionDuration)); phase = battlePhase.Choice; // Debug.Log ("Current Phase: " + phase); }
// Use this for initialization void Start() { enemy = enemy.GetComponent <Animator>(); choicePanel = GameObject.Find("Choice Panel"); playerMovement = GameObject.Find("Player").GetComponent <PlayerMovement> (); playerAttacking = GameObject.Find("PlayerAttack").GetComponent <PlayerAttacking> (); playerSpecial = GameObject.Find("PlayerSpecial").GetComponent <PlayerSpecial> (); playerItem = GameObject.Find("Player").GetComponent <PlayerItem> (); playerMovement.enabled = false; playerAttacking.enabled = false; phase = battlePhase.Choice; // Debug.Log ("Current Phase: " + phase); }
public void GiveTurnToAI() { if (tileData.enemiesInGame.Count > 0 && enemyIndex < tileData.enemiesInGame.Count) { tileData.enemiesInGame[enemyIndex].GetComponent <EnemyAI>().GetTarget(); } else { RemoveWaitPlayer(); allAreWaiting = false; enemyIndex = 0; phase = battlePhase.PLAYER; } }
void Update() { if (currentPhase == battlePhase.ATKEXECUTION) { atkpoDmg = CalculateDamage(po, eo, poSelectedMove); atkeoDmg = CalculateDamage(eo, po, eoSelectedMove); Debug.Log("Player Damage: " + atkpoDmg); Debug.Log("Enemy Damage: " + atkeoDmg); StartCoroutine(executeTurn()); turnNumber++; Debug.Log("Turn: " + turnNumber); buih.encounterMessage.index = 0; currentPhase = battlePhase.START_PHASE; } }
// Use this for initialization public void changePhase(battlePhase change) { mapChange = true; phase = change; turnText.GetComponent <Text>().text = "Player " + turn + " Turn"; }
// Start is called before the first frame update void Start() { cursor = GameObject.FindGameObjectWithTag("Cursor"); tileData = GameObject.FindGameObjectWithTag("TileManager").GetComponent <TileData>(); phase = battlePhase.PLAYER; }