//randomly select an attack in their move list void SelectAttack() { //if (!stunCheckFinish) //{ // ForceCheckOwnerOfStuns(); //} //prevent enemies from continue attack until user does something on their turn if (userController.IsUsersTurn) { return; } BC.PauseSpeedsForAllMonsters(true); //randomly select attack from attack set for enemies if (team == Team.ENEMY) { int random = Random.Range(0, moveSet.Count); damage = moveSet[random].damage; chargeDuration = moveSet[random].chargeTime; bool isCanceling = moveSet[random].isCanceling; List <GameObject> target = new List <GameObject>(); //will always target player unless a buff or heal target.Add(BC.player); HandleTurn turn = new HandleTurn(this.gameObject, target, moveSet[random].targetArea, moveSet[random].damage, moveSet[random].block, chargeDuration, isCanceling, stunNumberOfTurns, DrawType.NONE); //BC.AddTurnToQueue(turn); actions.Add(turn); //reset the current speed for measuring stuns currentSpeed = 0; //Begin charging EnemyTickController enemyTickController = trackingTickObject.GetComponent <EnemyTickController>(); enemyTickController.ChangeState(EnemyTickController.GaugeState.CHARGING); monsterState = State.CHARGING; BC.PauseSpeedsForAllMonsters(false); } //wait until card controller changes users state from here if (team == Team.PLAYER) { userController.IsUsersTurn = true; //BC.PauseSpeedsForAllMonsters(false); is set in card controller } }
void CreateProgressTickFor(GameObject monster) { if (monster == player) { GameObject tickObj = Instantiate(playerTickPrefab, this.transform); PlayerTickController playerTickController = tickObj.GetComponent <PlayerTickController>(); playerTickController.TrackedMonster = monster; //add tick object to our monster controller so we can reference it in the future MonsterController monsterController = monster.GetComponent <MonsterController>(); monsterController.trackingTickObject = tickObj; } else { GameObject tickObj = Instantiate(enemyTickPrefab, this.transform); EnemyTickController enemyTickController = tickObj.GetComponent <EnemyTickController>(); enemyTickController.TrackedMonster = monster; //add tick object to our monster controller so we can reference it in the future MonsterController monsterController = monster.GetComponent <MonsterController>(); monsterController.trackingTickObject = tickObj; } }