void StateManager() { if (fireCat.projectile.GetComponent <PlayerCatatuptBallTurnFinished>().Endplayersturn == true) { myStates = DifferentGameStates.EnermysTurn; IsenermyTurn = true; isPlayerCanAttack = false; } if (fireCat.projectile.GetComponent <PlayerCatatuptBallTurnFinished>().Endplayersturn == false) { myStates = DifferentGameStates.PlayersTurn; IsenermyTurn = false; isPlayerCanAttack = true; } if (endTheGame.isHasPlayerWon == true && endTheGame.isHasEnermyWon == false) { myStates = DifferentGameStates.Win; } if (endTheGame.isHasPlayerWon == false && endTheGame.isHasEnermyWon == true) { myStates = DifferentGameStates.Lose; } }
// Use this for initialization void Start() { isRunning = false; isEnermyRunning = false; fireCat = GameObject.FindGameObjectWithTag("FireCatapult").GetComponent <FireCatapult>(); myStates = DifferentGameStates.PlayersTurn; AIC = GameObject.FindGameObjectWithTag("AIFireCatapult").GetComponent <AICatapult>(); //playerProjectile.GetComponent<PlayerCatatuptBallTurnFinished>(); // enermyProjectile.GetComponent<EnermyProjectileTurn>(); playerProjectile.GetComponentInChildren <PlayerCatatuptBallTurnFinished> (); }