void PlayerAttacksNPC(GameObject aiUnit) { // Player Attacks NPC pointed by mouse click //Debug.Log("Player attacking NPC........"); //PlayerCombat.SetStats(soldier.Unit.GetAttack(), soldier.Unit.GetDefense, target.Unit.GetAttack(), target.Unit.GetDefense); FIX LATER***** PlayerCombat pc = new PlayerCombat(); //pc.SetStats(5, 5, 5, 5); if (aiUnit == null) { return; // When enemy is destroyed } int dmg = pc.AttackPhase(true, this.GetComponent <Unit>().GetAttack(), this.GetComponent <Unit>().GetDefense(), aiUnit.GetComponent <Unit>().GetAttack(), aiUnit.GetComponent <Unit>().GetDefense()); aiUnit.GetComponent <Unit>().TakeDmg(dmg); Debug.Log("Player hits for: " + dmg); Debug.Log("Player has: " + this.GetComponent <Unit>().GetHealth()); attacking = false; willAttackAfterMove = false; StartCoroutine(WaitTime(1.0f)); //Debug.Log("I done waited"); //TurnManager.EndTurn(); }
void NPCAttacksPlayer(GameObject playerUnit) { if (playerUnit == null) { return; } animateAttack = true; PlayerCombat pc = new PlayerCombat(); int dmg = pc.AttackPhase(true, this.GetComponent <Unit>().GetAttack(), this.GetComponent <Unit>().GetDefense(), playerUnit.GetComponent <Unit>().GetAttack(), playerUnit.GetComponent <Unit>().GetDefense()); playerUnit.GetComponent <Unit>().TakeDmg(dmg); Debug.Log("NPC hits for: " + dmg); Debug.Log("Player has: " + this.GetComponent <Unit>().GetHealth()); attacking = false; willAttackAfterMove = false; NPC_WillAttack = false; TurnManager.EndTurn(); }