public void playerSelect(int moveNum) { // Reset error text on make selection btext.updateErrorText(" "); // alter doMove() so also can recieve player and enemy objects // and react based on whose turn it is if (moveset.getMoveSetCost(moveNum) > player.SP) { Debug.Log("you cannot afford this move w/current SP!"); btext.updateErrorText("NOT ENOUGH SP!"); } else { // Disable player Buttons!!!!!!!!!!! moveset.doMove(moveNum); // DOES THE SELECTED ACTION WOO // do yield playerturn // after done all the stuff; set Playerturn to falso } }
// ------------------------------------------------------------------------------------------------- // public void playerSelect(int moveNum) { bool PlayerMiss; int attemptMove = moveNum; // Reset error text on make selection btext.updateErrorText(" "); // Get miss chance, can't miss on Counter if (enemy.prevMove == 9 && moveNum == 0) { PlayerMiss = false; } else if (moveNum == 1 || moveNum == 6 || moveNum == 7 || moveNum == 10 || moveNum == 11) { PlayerMiss = false; } else { // Get if player misses or not PlayerMiss = (Random.Range(0.0f, 1.0f) < enemy.EVA) ? true : false; } if (PlayerMiss) { moveNum = 9; // Change move to miss } // Stop selection if player does not have enough SP if (moveset.getMoveSetCost(moveNum) > player.SP) { Debug.Log("you cannot afford this move w/current SP!"); btext.updateErrorText("NOT ENOUGH SP!"); } else // continue with player selection { // Deselect button EventSystem.current.SetSelectedGameObject(null); // Disable player Buttons standardAbilButton.SetActive(false); counterButton.SetActive(false); sundayButton.SetActive(false); butterButton.SetActive(false); // DOES THE SELECTED ACTION WOO moveset.doMove(moveNum); // Hold the turn until the animations are over. StartCoroutine(RunPlayerTurnAnimations(attemptMove, moveNum)); } }