//Transitions the game the the battle scene and loads the relevent enemy data public void BattleStart(BaseEnemyClass EnemyClass1, BaseEnemyClass EnemyClass2, BaseEnemyClass EnemyClass3) { CreateNewEnemy(EnemyClass1, Enemy1); if (EnemyClass2 != null) { CreateNewEnemy(EnemyClass2, Enemy2); } if (EnemyClass3 != null) { CreateNewEnemy(EnemyClass3, Enemy3); } }
public void OnCollisionStay(Collision col){ if (col.gameObject.tag == "Enemy") { enemyCollision = true; BaseEnemyClass tempEnemy = col.gameObject.GetComponent<BaseEnemyClass>(); health-= tempEnemy.attackDamage * Time.deltaTime; if (health <= 0) { print (this.gameObject.name + " has died."); Killed (); } else{ TrackHealth(); //announce life is low } StartCoroutine (Delay ()); } else { enemyCollision = false; } }
private void CreateNewEnemy(BaseEnemyClass EnemyClass, BaseEnemy Enemy) { Enemy.EnemyName = EnemyClass.EnemyName; Enemy.EnemyClass = EnemyClass; }
public void ExecuteEnemyTurn(BaseEnemyClass enemy) { }