public void ActivatePower() { switch (_CombatManager._auxPower) { case 0: Heal(); break; case 1: Guard(); break; case 2: KeenEye(); break; case 3: Frenzy(); break; } _skillsButton.interactable = false; _auxButton.interactable = false; _combatUI.UpdateAP(); _tooltip.DisableTooltip(); }
public void InitTile(string name, UnityAction mainCallback, UnityAction optionCallback, bool starVisible, DateTime created, DateTime modified, string projectId, string sceneId, string sceneName) { base.InitTile(name, mainCallback, optionCallback, starVisible, created, modified); ProjectId = projectId; SceneId = sceneId; InitTile(projectId); this.sceneName.text = "Scene: " + sceneName; SetTimestamp(modified.ToString()); Tooltip.DisableTooltip(); }
public void ButtonToggle(int i) { _anim = _player.GetComponent <Animator>(); _toolTip.DisableTooltip(); //Switch statement controls what happens on each button press switch (i) { //"Move" Button - on press, disable attack options, set sprite to red case 0: _playerTurn._attackToggle = false; _moveButton.image.sprite = _moveEnabled; DeactivateButtons(false); break; //"Attack" button - disable move sprite, open attack options, set sprite to red case 1: _playerTurn._attackToggle = !_playerTurn._attackToggle; _moveButton.image.sprite = _moveDisabled; AttackButtonSprite(1); DeactivateButtons(_playerTurn._attackToggle); _playerTurn._attackCost = 8; break; //"Switch Weapons" button - disable attack options and toggle player weapons case 2: _playerTurn._attackToggle = false; _playerTurn._meleeToggle = !_playerTurn._meleeToggle; _anim.SetBool("WeaponB", _playerTurn._meleeToggle); DeactivateButtons(false); _playerTurn._ap -= 8; UpdateAP(); break; //First Attack option - set AP cost to low, chance to hit to low case 3: _activeAction = "Quick Shot"; _playerTurn._attackCost = 5; AttackButtonSprite(0); _calc._toHitModifier = -20; break; //second Attack option - (default) regular attack stats case 4: _activeAction = "Regular Shot"; _playerTurn._attackCost = 8; AttackButtonSprite(1); _calc._toHitModifier = 0; break; //Third Attack option - high AP cost, increase to hit chance case 5: _activeAction = "Aimed Shot"; _playerTurn._attackCost = 12; AttackButtonSprite(2); _calc._toHitModifier = 20; break; case 6: break; default: print("Error - Button Toggle"); break; } }