void Update() { if (Enemy.IsVirus1Playing) { RandomState.StateLimits = 3; RandomState.RandomStateMethod(); Debug.Log("Virus is choosing"); switch (RandomState.StateE) { case 1: _states.Attack(); Debug.Log("2-Invisibility"); Enemy.IsVirus1Playing = false; BattleMachine.IsEnemyChoosing = false; BattleMachine.OnPlayerTurn = true; break; case 2: _states.Attack(); Debug.Log("2-Attack"); Enemy.IsVirus1Playing = false; BattleMachine.IsEnemyChoosing = false; BattleMachine.OnPlayerTurn = true; break; case 3: _states.Scanner(); Debug.Log("2-Scanner"); Enemy.IsVirus1Playing = false; BattleMachine.IsEnemyChoosing = false; BattleMachine.OnPlayerTurn = true; break; default: Debug.Log("el enemy no hace nada we"); _states.Iddle(); Enemy.IsVirus1Playing = false; BattleMachine.IsEnemyChoosing = false; BattleMachine.OnPlayerTurn = true; break; } } }
// Update is called once per frame void Update() { if (BattleMachine2.IsEnemyChoosing) { RandomState.StateLimits = 4; RandomState.RandomStateMethod(); Debug.Log("Virus 3 is Choosing"); switch (RandomState.StateE) { case 1: _states.Attack(); Debug.Log("2-Attack"); Enemy3.IsVirus3Playing = false; BattleMachine3.IsEnemyChoosing = false; BattleMachine3.OnPlayerTurn = true; break; case 2: _states.Pixeling(); Debug.Log("2-Pixel"); Enemy3.IsVirus3Playing = false; BattleMachine3.IsEnemyChoosing = false; BattleMachine3.OnPlayerTurn = true; break; case 3: _states.Light(); Debug.Log("2-Light"); Enemy3.IsVirus3Playing = false; BattleMachine3.IsEnemyChoosing = false; BattleMachine3.OnPlayerTurn = true; break; case 4: _states.Bug(); Debug.Log("2-Bug"); Enemy3.IsVirus3Playing = false; BattleMachine3.IsEnemyChoosing = false; BattleMachine3.OnPlayerTurn = true; break; default: _states.Iddle(); Debug.Log("3-idle"); break; } } }