void ChooseAction() { CharacterMenu.SetActive(false); CharacterInfo.SetActive(false); PetMenu.SetActive(true); PetInfo.SetActive(true); HandleTurn myAttack = new HandleTurn(); myAttack.Attacker = pet.PetName; myAttack.Type = "Pet"; myAttack.AttackersGameObject = this.gameObject; myAttack.AttackersTarget = SelectedTarget; BS.CollectActions(myAttack); currentState = TurnState.STOP; }
void ChooseAction() { HandleTurn myAttack = new HandleTurn(); myAttack.Attacker = monster.MonsterName; myAttack.Type = "Monster"; myAttack.AttackersGameObject = this.gameObject; myAttack.AttackersTarget = BS.ForcesInBattle[Random.Range(0, BS.ForcesInBattle.Count)]; attack_or_skill = Random.Range(1, 3); if (attack_or_skill == 1) { which_skill = 0; myAttack.choosenAttack = monster.attacks[which_skill]; } else { which_skill = Random.Range(0, monster.skills.Count); myAttack.choosenSkill = monster.skills[which_skill]; } BS.CollectActions(myAttack); }