/// <summary>
    /// Shoot will swap between players and check if a player has been killed.
    /// It also allows the current player to hit on the enemygrid.
    /// </summary>
    /// <param name="row">the row fired upon</param>
    /// <param name="col">the column fired upon</param>
    /// <returns>The result of the attack</returns>
    public AttackResult Shoot(int row, int col)
    {
        AttackResult newAttack;
        int          otherPlayer = (_playerIndex + 1) % 2;

        newAttack = Player.Shoot(row, col);

        // Will exit the game when all players ships are destroyed
        if (_players[otherPlayer].IsDestroyed)
        {
            newAttack = new AttackResult(ResultOfAttack.GameOver, newAttack.Ship, newAttack.Text, row, col);
        }

        if (AttackCompleted != null)
        {
            AttackCompleted.Invoke(this, newAttack);
        }

        // change player if the last hit was a miss
        if (newAttack.Value == ResultOfAttack.Miss)
        {
            _playerIndex = otherPlayer;
        }

        return(newAttack);
    }
示例#2
0
    IEnumerator AttackRoutine(float beforeDelay, float activeDuration, float endDelay,
                              SFXOneShot sfx, GameObject collisionObject, string animationName)
    {
        // start animation before hit, in case there's windup
        _playerAnimator.PlayAnimation(animationName);
        MeleeAttackState = MeleeAttackState.BeforeAttack;
        yield return(new WaitForSeconds(beforeDelay));

        MeleeAttackState = MeleeAttackState.DuringAttack;
        AttackActivated?.Invoke(EquippedWeapon);
        //TODO: check/deal damage here
        CurrentWeaponCollision.SetActive(true);
        //_weaponAnimator.Play(animationName);
        sfx.PlayOneShot(transform.position);
        yield return(new WaitForSeconds(activeDuration));

        CurrentWeaponCollision.SetActive(false);
        AttackDeactivated?.Invoke();

        MeleeAttackState = MeleeAttackState.AfterAttack;
        //_weaponAnimator.Stop();
        //TODO: this could be a window for followup/combo attacks
        yield return(new WaitForSeconds(endDelay));

        MeleeAttackState = MeleeAttackState.NotAttacking;
        AttackCompleted?.Invoke();
    }