/// <summary> /// Attack the player /// <summary> IEnumerator Attack_() { while (_active && _victim.GetFollowerCount() > 0) { // remove a follower every so often _victim.LoseFollower(true, 1); FollowBackController.Instance.UpdatePlayerUIs(_victim); yield return(new WaitForSeconds(ATTACK_RATE)); } // if the player ran out of followers, trolls just run off if (_victim.GetFollowerCount() <= 0) { PlayerReachedZero_(); } }
/// <summary> /// Checks which players are in the VIP zone, and assigns followers accordingly /// </summary> IEnumerator CheckZone_() { // stop when turn ends while (_turnRunning && _gameActive) { // loop through all players in the zone foreach (var player in _playersInZone) { // don't allow influencer to go to negative numbers if (_currentInfluencer.GetFollowerCount() > 0) { // move a follower from the influencer to the player if (!player.TrollsActive()) { player.AddFollower(true); _currentInfluencer.LoseFollower(true); UpdatePlayerUIs(player); UpdatePlayerUIs(_currentInfluencer); } } } yield return(new WaitForSeconds(0.1f)); } }