//ENEMYTURN STATE--------------------------------------------------------------------- IEnumerator EnemyTurn() { DialogText.text = "Enemy's turn"; yield return(new WaitForSeconds(1f)); //do things? if (cardsystem.isTrueEnemyCardHolder1 == false || cardsystem.isTrueEnemyCardHolder2 == false || cardsystem.isTrueEnemyCardHolder3 == false) { cardsystem.OnDrawCard(); } else { int x = Random.Range(1, 4); //going to do random number gen and choose of the three cards if (x == 1) { cardsystem.EnemyCardHolder1.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); } else if (x == 2) { cardsystem.EnemyCardHolder2.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); } else if (x == 3) { cardsystem.EnemyCardHolder3.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); } } }
//function called from battlestate public void EnemyLevelCheck() { //AI LEVEL 1 DUMB - PICK UP UNTIL FULL HAND THEN PLAY RANDOM CARD------------------------------------------------------------------------------- if (sceneName == "1_level") { if (cardsystem.isTrueEnemyCardHolder1 == false || cardsystem.isTrueEnemyCardHolder2 == false || cardsystem.isTrueEnemyCardHolder3 == false || cardsystem.isTrueEnemyCardHolder4 == false || cardsystem.isTrueEnemyCardHolder5 == false) { cardsystem.OnDrawCard(); } else { int x = Random.Range(1, 6); //going to do random number gen and choose of the three cards if (x == 1) { cardsystem.EnemyCardBack1.SetActive(false); cardsystem.EnemyCardHolder1.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); } else if (x == 2) { cardsystem.EnemyCardBack2.SetActive(false); cardsystem.EnemyCardHolder2.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); } else if (x == 3) { cardsystem.EnemyCardBack3.SetActive(false); cardsystem.EnemyCardHolder3.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); } else if (x == 4) { cardsystem.EnemyCardBack4.SetActive(false); cardsystem.EnemyCardHolder4.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); } else if (x == 5) { cardsystem.EnemyCardBack5.SetActive(false); cardsystem.EnemyCardHolder5.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); } } } //AI LEVEL 2 DEFENSIVE - PICK UP UNTIL FULL THEN PLAY HEALING CARDS UNLESS HEALTH == MAX HEALTH--------------------------------------------------------- if (sceneName == "2_level") { if (cardsystem.isTrueEnemyCardHolder1 == false || cardsystem.isTrueEnemyCardHolder2 == false || cardsystem.isTrueEnemyCardHolder3 == false || cardsystem.isTrueEnemyCardHolder4 == false || cardsystem.isTrueEnemyCardHolder5 == false) { cardsystem.OnDrawCard(); } else { //hand is full. now sort through and choose from priorety list //enemy HP != max-> play healer else-> play atk for (int i = 0; i < 4; i++) { //set order and cardType to look for if (i == 0) { CardType = "Healer"; } else if (i == 1) { CardType = "Caster"; } else if (i == 2) { CardType = "Soldier"; } else if (i == 3) { CardType = "Brawler"; } //Loop though cardplaces and look for the desired card type in order if (cardsystem.EnemyCardHolder1.transform.GetChild(0).GetComponent <CardUnit>().CardName == CardType) { cardsystem.EnemyCardBack1.SetActive(false); cardsystem.EnemyCardHolder1.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); break; } else if (cardsystem.EnemyCardHolder2.transform.GetChild(0).GetComponent <CardUnit>().CardName == CardType) { cardsystem.EnemyCardBack2.SetActive(false); cardsystem.EnemyCardHolder2.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); break; } else if (cardsystem.EnemyCardHolder3.transform.GetChild(0).GetComponent <CardUnit>().CardName == CardType) { cardsystem.EnemyCardBack3.SetActive(false); cardsystem.EnemyCardHolder3.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); break; } else if (cardsystem.EnemyCardHolder4.transform.GetChild(0).GetComponent <CardUnit>().CardName == CardType) { cardsystem.EnemyCardBack4.SetActive(false); cardsystem.EnemyCardHolder4.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); break; } else if (cardsystem.EnemyCardHolder5.transform.GetChild(0).GetComponent <CardUnit>().CardName == CardType) { cardsystem.EnemyCardBack5.SetActive(false); cardsystem.EnemyCardHolder5.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); break; } } } } //AI LEVEL 3 AGGRESIVE - PICK UP THREE PLAY BRAWLER FIRST THEN SODIER. if (sceneName == "3_level") { if (cardsystem.isTrueEnemyCardHolder1 == false || cardsystem.isTrueEnemyCardHolder2 == false || cardsystem.isTrueEnemyCardHolder3 == false) { cardsystem.OnDrawCard(); } else { //hand is full. now sort through and choose from priorety list //enemy HP != max-> play healer else-> play atk for (int i = 0; i < 4; i++) { //set order and cardType to look for if (i == 0) { CardType = "Brawler"; } else if (i == 1) { CardType = "Soldier"; } else if (i == 2) { CardType = "Caster"; } else if (i == 3) { CardType = "Healer"; } //Loop though cardplaces and look for the desired card type in order if (cardsystem.EnemyCardHolder1.transform.GetChild(0).GetComponent <CardUnit>().CardName == CardType) { cardsystem.EnemyCardBack1.SetActive(false); cardsystem.EnemyCardHolder1.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); break; } else if (cardsystem.EnemyCardHolder2.transform.GetChild(0).GetComponent <CardUnit>().CardName == CardType) { cardsystem.EnemyCardBack2.SetActive(false); cardsystem.EnemyCardHolder2.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); break; } else if (cardsystem.EnemyCardHolder3.transform.GetChild(0).GetComponent <CardUnit>().CardName == CardType) { cardsystem.EnemyCardBack3.SetActive(false); cardsystem.EnemyCardHolder3.transform.GetChild(0).GetComponent <CardUnit>().EnemyCardUsed(); break; } /*else if (cardsystem.EnemyCardHolder4.transform.GetChild(0).GetComponent<CardUnit>().CardName == CardType) * { * cardsystem.EnemyCardBack4.SetActive(false); * cardsystem.EnemyCardHolder4.transform.GetChild(0).GetComponent<CardUnit>().EnemyCardUsed(); * break; * } * else if (cardsystem.EnemyCardHolder5.transform.GetChild(0).GetComponent<CardUnit>().CardName == CardType) * { * cardsystem.EnemyCardBack5.SetActive(false); * cardsystem.EnemyCardHolder5.transform.GetChild(0).GetComponent<CardUnit>().EnemyCardUsed(); * break; * }*/ } } } }