示例#1
0
    //ENEMY TURN STATE
    IEnumerator enemyTurnState()
    {
        enemy_RNG.generateRNGAttackHealStateNumber();
        enemy_RNG.generateEnemyCardPosition();
        enemy_RNG.generateEnemyAttackHealStatNumber();


        //PLAYER BUTTONS DISABLED
        playerAttackButton.SetActive(false);
        playerHealButton.SetActive(false);

        healthImg.GetComponent <SpriteRenderer>().enabled = false;
        swordImg.GetComponent <SpriteRenderer>().enabled  = false;

        yield return(new WaitForSeconds(2));

        maintextBox.text = "It's the" + "<b><color=#ff0000ff> ENEMY'S TURN</color></b>";

        yield return(new WaitForSeconds(2));

        //ENEMY ATTACK
        if (enemy_RNG.enemyRNGAttackHealStateNumber == 1)
        {
            enemy_RNG.generateEnemyAttackHealStatNumber();
            //UI UPDATED
            maintextBox.text = "<b><color=#ff0000ff>ENEMY</color></b>" + "<b> ATTACKS!</b>";
            Debug.Log("Enemy Attacks");


            yield return(new WaitForSeconds(2));

            //PLAYER DAMAGED
            player_Controller.playerTakenDamage();

            //UI UPDATED
            maintextBox.text = "<b><color=#0000ffff>PLAYER </color></b>" + " has taken " + "<b>" + player_Controller.enemyDamageGiven + "HP DAMAGE!" + "</b>";
            playerUI.text    = player_Controller.playerCurrentHealth + "/" + player_Controller.playerMaxHealth;
            damage.Play();
            playerAnim.Play("Player_Damages");

            //IS PLAYER DEAD?
            if (player_Controller.playerCurrentHealth <= 0)
            {
                player_Controller.playerCurrentHealth = 0;
                //Debug.Log("Player Dead");
                gameState = GameState.playerLost;
                endState();
            }
            else
            {
                yield return(new WaitForSeconds(0.1f));

                gameState = GameState.playerTurn;
                StartCoroutine(playerTurnState());
            }
        }
        //ENEMY HEALS
        if (enemy_RNG.enemyRNGAttackHealStateNumber == 2)
        {
            enemy_RNG.generateEnemyAttackHealStatNumber();

            //UI UPDATED
            maintextBox.text = "<b><color=#ff0000ff>ENEMY</color></b>" + "<b> HEALS!</b>";
            Debug.Log("Enemy HEALS");

            yield return(new WaitForSeconds(2));

            //ENEMY HEALS
            enemy_AI.enemyHealedUp();

            //UI UPDATED
            maintextBox.text = "<b><color=#ff0000ff>ENEMY</color></b>" + " has" + "<b> HEALED</b>" + " by " + "<b>" + enemy_AI.enemyHealed + "HP" + "</b>";
            enemyUI.text     = enemy_AI.enemyCurrentHealth + "/" + enemy_AI.enemyMaxHealth;
            heal.Play();
            enemyAnim.Play("Enemy_Heals");

            //IS PLAYER DEAD?
            if (player_Controller.playerCurrentHealth <= 0)
            {
                //Debug.Log("Player Dead");
                gameState = GameState.playerLost;
                endState();
            }
            else
            {
                yield return(new WaitForSeconds(0.1f));

                gameState = GameState.playerTurn;
                StartCoroutine(playerTurnState());
            }
        }
    }
示例#2
0
    //ENEMY TURN STATE
    IEnumerator enemyTurnState()
    {
        enemy_RNG.generateRNGAttackHealStateNumber();
        enemy_RNG.generateEnemyCardPosition();
        enemy_RNG.generateEnemyAttackHealStatNumber();


        //PLAYER BUTTONS DISABLED
        playerAttackButton.SetActive(false);
        playerHealButton.SetActive(false);


        yield return(new WaitForSeconds(2));

        maintextBox.text = "Enemy Turn";

        yield return(new WaitForSeconds(2));

        //ENEMY ATTACK
        if (enemy_RNG.enemyRNGAttackHealStateNumber == 1)
        {
            enemy_RNG.generateEnemyAttackHealStatNumber();
            //UI UPDATED
            maintextBox.text = "Enemy ATTACKS";
            Debug.Log("Enemy Attacks");

            yield return(new WaitForSeconds(2));

            //PLAYER DAMAGED
            player_Controller.playerTakenDamage();

            //UI UPDATED
            maintextBox.text = "Player has taken " + player_Controller.enemyDamageGiven + " DAMAGE";
            playerUI.text    = player_Controller.playerCurrentHealth + "/" + player_Controller.playerMaxHealth;


            //IS PLAYER DEAD?
            if (player_Controller.playerCurrentHealth <= 0)
            {
                player_Controller.playerCurrentHealth = 0;
                //Debug.Log("Player Dead");
                gameState = GameState.playerLost;
                endState();
            }
            else
            {
                yield return(new WaitForSeconds(0.1f));

                gameState = GameState.playerTurn;
                StartCoroutine(playerTurnState());
            }
        }
        //ENEMY HEALS
        if (enemy_RNG.enemyRNGAttackHealStateNumber == 2)
        {
            enemy_RNG.generateEnemyAttackHealStatNumber();

            //UI UPDATED
            maintextBox.text = "Enemy HEALS";
            Debug.Log("Enemy HEALS");

            yield return(new WaitForSeconds(2));

            //ENEMY HEALS
            enemy_AI.enemyHealedUp();

            //UI UPDATED
            maintextBox.text = "Enemy has HEALED by " + enemy_AI.enemyHealed + " HP";
            enemyUI.text     = enemy_AI.enemyCurrentHealth + "/" + enemy_AI.enemyMaxHealth;


            //IS PLAYER DEAD?
            if (player_Controller.playerCurrentHealth <= 0)
            {
                //Debug.Log("Player Dead");
                gameState = GameState.playerLost;
                endState();
            }
            else
            {
                yield return(new WaitForSeconds(0.1f));

                gameState = GameState.playerTurn;
                StartCoroutine(playerTurnState());
            }
        }
    }