public void TurnSequence() { battleUIManager.UpdateStats(); battleUIManager.UpdateBattleline(); //battleUIManager.SaveHealthBeforeAttack(); photonView.RPC("RPCSaveHealthBeforeAttack", RpcTarget.All); photonView.RPC("CheckSequence", RpcTarget.All); photonView.RPC("AttackSequence", RpcTarget.All); photonView.RPC("RPCShowDamageSequence", RpcTarget.All); battleUIManager.UpdateStats(); battleUIManager.UpdateBattleline(); photonView.RPC("ChangeTurn", RpcTarget.All); }
public void AttackSequence(Player localplayer) { for (int i = 0; i < 7; i++) { if (attacker.battlelinefilling[i] == true && attacker.battleline[i].firstturn == false) { attacker.battleline[i].OnAttack(attacker, defender, i); } for (int j = 0; j < 7; j++) { if (defender.battlelinefilling[j] == true) { if (defender.battleline[j].health <= 0) { defender.battleline[j].OnDeath(attacker, defender, j); defender.battleline[j].firstturn = true; battleUIManager.RemoveCreatureOnUI(defender, j); defender.battlelinefilling[j] = false; } } } battleUIManager.UpdateBattleline(); if (attacker.battlelinefilling[i] == true && attacker.battleline[i].firstturn == true) { { attacker.battleline[i].firstturn = false; } } } }