// Update is called once per frame void Update() { if (this.enabled) { anim.SetTrigger("PopupTrigger"); } if (isPlaying) { hp1.transform.parent.gameObject.SetActive(true); hp2.transform.parent.gameObject.SetActive(true); hp3.transform.parent.gameObject.SetActive(true); hp4.transform.parent.gameObject.SetActive(true); hp1.GetComponent <Bar>().setValue(Game.roster[team1.playingCharacters[0]].health / 100f, false); hp2.GetComponent <Bar>().setValue(Game.roster[team1.playingCharacters[1]].health / 100f, false); hp3.GetComponent <Bar>().setValue(Game.roster[team2.playingCharacters[0]].health / 100f, false); hp4.GetComponent <Bar>().setValue(Game.roster[team2.playingCharacters[1]].health / 100f, false); if (Game.roster[team1.playingCharacters[0]].health == 0) { sprite1.transform.GetChild(0).GetComponent <SpriteRenderer>().flipY = true; sprite1.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.black; Color tmp = sprite1.transform.GetChild(0).GetComponent <SpriteRenderer>().color; tmp.a = 0.5f; sprite1.transform.GetChild(0).GetComponent <SpriteRenderer>().color = tmp; sprite1.transform.GetChild(0).GetComponent <Animator>().enabled = false; } if (Game.roster[team1.playingCharacters[1]].health == 0) { sprite2.transform.GetChild(0).GetComponent <SpriteRenderer>().flipY = true; sprite2.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.black; Color tmp = sprite2.transform.GetChild(0).GetComponent <SpriteRenderer>().color; tmp.a = 0.5f; sprite2.transform.GetChild(0).GetComponent <SpriteRenderer>().color = tmp; sprite2.transform.GetChild(0).GetComponent <Animator>().enabled = false; } if (Game.roster[team2.playingCharacters[0]].health == 0) { sprite3.transform.GetChild(0).GetComponent <SpriteRenderer>().flipY = true; sprite3.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.black; Color tmp = sprite3.transform.GetChild(0).GetComponent <SpriteRenderer>().color; tmp.a = 0.5f; sprite3.transform.GetChild(0).GetComponent <SpriteRenderer>().color = tmp; sprite3.transform.GetChild(0).GetComponent <Animator>().enabled = false; } if (Game.roster[team2.playingCharacters[1]].health == 0) { sprite4.transform.GetChild(0).GetComponent <SpriteRenderer>().flipY = true; sprite4.transform.GetChild(0).GetComponent <SpriteRenderer>().color = Color.black; Color tmp = sprite4.transform.GetChild(0).GetComponent <SpriteRenderer>().color; tmp.a = 0.5f; sprite4.transform.GetChild(0).GetComponent <SpriteRenderer>().color = tmp; sprite4.transform.GetChild(0).GetComponent <Animator>().enabled = false; } if (Game.roster[team1.playingCharacters[0]].health == 0 && Game.roster[team1.playingCharacters[1]].health == 0) { isPlaying = false; } if (Game.roster[team2.playingCharacters[0]].health == 0 && Game.roster[team2.playingCharacters[1]].health == 0) { isPlaying = false; } if (waitingForMoveInput) { moveInput = getInput(); } if (waitingForTargetInput) { targetInput = getInput(); } if (turn == 1) { if (!waitingForMoveInput && !waitingForTargetInput) { Debug.Log(" It's Player 1's turn!\n\n"); } //Debug.Log(" It's the turn of player 1"); if (indexCurrentChar == 0) { if (!waitingForMoveInput && !waitingForTargetInput) { /* * if (dialogText.text != null) * { * string tampon = dialogText.text; * tampon += tampon + "Enter Input for " + Game.roster[team1.playingCharacters[indexCurrentChar]].name + " in team 1 \n A - attack\n S - ultimate\n D - combo\n"; * displayText(tampon); * } * else*/ dialogText.text = "Enter Input for " + Game.roster[team1.playingCharacters[indexCurrentChar]].name + " in team 1 \n A - attack\n S - ultimate\n D - combo"; } //Debug.Log("Enter Input for " + Game.roster[team1.playingCharacters[indexCurrentChar]].name + " in team 1 ( A - attack S - ultimate D - combo)"); waitingForMoveInput = true; if (moveInput != "") { waitingForMoveInput = false; Character currentCharacter = Game.roster[team1.playingCharacters[indexCurrentChar]]; applyMoveInput(team2, team1, currentCharacter, 1); if (moveInput != "a" || !waitingForTargetInput) { // resets inputs for next play moveInput = ""; targetInput = ""; indexCurrentChar = 1; } } // the kid didnt give an input dont do anything } else { if (!waitingForMoveInput && !waitingForTargetInput) { dialogText.text = "Enter Input for " + Game.roster[team1.playingCharacters[indexCurrentChar]].name + " in team 1 \n A - attack\n S - ultimate\n D - combo"; } // Debug.Log("Enter Input for " + Game.roster[team1.playingCharacters[indexCurrentChar]].name + " in team 1 ( A - attack S - ultimate D - combo)"); waitingForMoveInput = true; if (moveInput != "") { waitingForMoveInput = false; Character currentCharacter = Game.roster[team1.playingCharacters[indexCurrentChar]]; applyMoveInput(team2, team1, currentCharacter, 0); if (moveInput != "a" || !waitingForTargetInput) { // resets inputs for next play moveInput = ""; targetInput = ""; indexCurrentChar = 0; turn = 2; } } // the kid didnt give an input dont do anything } } else { if (!waitingForMoveInput && !waitingForTargetInput) { dialogText.text = " It's the turn of player 2"; } //Debug.Log(" It's the turn of player 2"); if (indexCurrentChar == 0) { if (!waitingForMoveInput && !waitingForTargetInput) { dialogText.text = "It's the turn of player 2 \n\nEnter Input for " + Game.roster[team2.playingCharacters[indexCurrentChar]].name + " in team 2 \n A - attack\n S - ultimate\n D - combo"; } //Debug.Log("Enter Input for " + Game.roster[team2.playingCharacters[indexCurrentChar]].name + " in team 2 ( A - attack S - ultimate D - combo)"); waitingForMoveInput = true; if (moveInput != "") { waitingForMoveInput = false; Character currentCharacter = Game.roster[team2.playingCharacters[indexCurrentChar]]; applyMoveInput(team1, team2, currentCharacter, 1); if (moveInput != "a" || !waitingForTargetInput) { // resets inputs for next play moveInput = ""; targetInput = ""; indexCurrentChar = 1; } } // the kid didnt give an input dont do anything } else { if (!waitingForMoveInput && !waitingForTargetInput) { dialogText.text = "Enter Input for " + Game.roster[team2.playingCharacters[indexCurrentChar]].name + " in team 2 \n A - attack\n S - ultimate\n D - combo"; } //Debug.Log("Enter Input for " + Game.roster[team2.playingCharacters[indexCurrentChar]].name + " in team 2 ( A - attack S - ultimate D - combo)"); waitingForMoveInput = true; if (moveInput != "") { waitingForMoveInput = false; Character currentCharacter = Game.roster[team2.playingCharacters[indexCurrentChar]]; applyMoveInput(team1, team2, currentCharacter, 0); if (moveInput != "a" || !waitingForTargetInput) { // resets inputs for next play moveInput = ""; targetInput = ""; indexCurrentChar = 0; turn = 1; } } // the kid didnt give an input dont do anything } // code to run the game } } else { if (!!characterSelection.isDone && isPlaying) { foreach (Character c in Game.roster) { c.reset(); } characterSelection.isDone = false; characterSelection.enabled = true; speech.SetActive(false); this.gameObject.SetActive(false); toggleAllAnimation(false); flipAllSprites(false); characterSelection.Start(); characterSelection.initialiseAllHeroes(); if (team1.playingCharacters != null) { team1.playingCharacters.Clear(); } if (team2.playingCharacters != null) { team2.playingCharacters.Clear(); } } } }