// Update is called once per frame void Update() { hpBar.fillAmount = Player1.cur_HP; switch (currentState) { case (Turnstate.processing): Timer10Sec(); break; case (Turnstate.addToList): ChooseAction(); currentState = Turnstate.action; break; case (Turnstate.waiting): break; case (Turnstate.selecting): break; case (Turnstate.action): StartCoroutine(TimeForAction()); break; case (Turnstate.dead): break; } }
// Use this for initialization void Start() { cur_cooldown = Random.Range(0, 2f); startPosition = transform.position; BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); CurrentState = Turnstate.Processing; Selector.SetActive(false); }
void UpgradeProgressBar() { cur_cooldown = cur_cooldown + Time.deltaTime; if (cur_cooldown >= max_cooldown) { CurrentState = Turnstate.ChooseAction; } }
// Use this for initialization void Start() { player1 = GameObject.FindGameObjectWithTag("Player").GetComponent <Player1Script>(); StatesUp.gameObject.SetActive(false); StartPosition = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y, this.gameObject.transform.position.z); animPlayer1 = GameObject.FindGameObjectWithTag("Player2").gameObject.GetComponent <Animator>(); targetEnemy = GameObject.FindGameObjectWithTag("Player"); bsm = GameObject.FindGameObjectWithTag("BSM").GetComponent <BattleStateMachine>(); currentState = Turnstate.waiting; }
void UpgradeProgressBar() { cur_cooldown = cur_cooldown + Time.deltaTime; float calc_cooldown = cur_cooldown / max_cooldown; ProgressBar.transform.localScale = new Vector3(Mathf.Clamp(calc_cooldown, 0, 1), ProgressBar.transform.localScale.y, ProgressBar.transform.localScale.z); if (cur_cooldown >= max_cooldown) { CurrentState = Turnstate.Addtolist; } }
public void takeDamage(float getDamageAmount) { animPlayer1.SetInteger("state", 3); Player1.cur_HP -= getDamageAmount; float health = Player1.cur_HP / Player1.HP; if (Player1.cur_HP <= 0) { animPlayer1.SetInteger("state", 5); currentState = Turnstate.dead; } hpBar.fillAmount = Player1.cur_HP; }
void Result() { state = Turnstate.RESULT; if (battleWin == true) { this.state_RESULT_WIN(this, EventArgs.Empty); } if (battleWin == false) { this.state_RESULT_LOSE(this, EventArgs.Empty); } }
void battleSelect() { if (CrossPlatformInputManager.GetButtonDown("Attack")) { currentState = Turnstate.ATTACK; } if (CrossPlatformInputManager.GetButtonDown("Special")) { currentState = Turnstate.SPECIAL; } if (CrossPlatformInputManager.GetButtonDown("Block")) { currentState = Turnstate.BLOCK; } }
//Melee Attack private IEnumerator TimeForAction() { if (actionStarted) { yield break; } actionStarted = true; //CheckWord Stringlength to base the damage Vector3 Player2Position = new Vector3(targetEnemy.transform.position.x - .5f, targetEnemy.transform.position.y, targetEnemy.transform.position.z); while (MoveTowardsEnemy(Player2Position)) { yield return(null); } animPlayer1.SetInteger("state", 1); yield return(new WaitForSeconds(AttackSpeed)); doDamage(); animPlayer1.SetInteger("state", 0); Vector3 firstPosition = StartPosition; while (MoveTowardsStart(firstPosition)) { yield return(null); } try { bsm.PerformList.RemoveAt(0); } catch { Debug.Log(bsm.PerformList.Count); } bsm.battleState = BattleStateMachine.PerformAction.wait; actionStarted = false; min_Timer = 0; currentState = Turnstate.processing; }
// Update is called once per frame void Update() { Debug.Log(CurrentState); switch (CurrentState) { case (Turnstate.Processing): UpgradeProgressBar(); break; case (Turnstate.ChooseAction): ChooseAction(); CurrentState = Turnstate.Waiting; break; case (Turnstate.Waiting): break; case (Turnstate.Action): StartCoroutine(TimeForAction()); break; case (Turnstate.Dead): break; } }
// Update is called once per frame void Update() { switch (currentState) { case (Turnstate.WAITING): if (player.playersTurn) { currentState = Turnstate.SELECTING; } else { gameManager.waiting(); //No UI so enemies can attack } break; case (Turnstate.SELECTING): battleSelect(); //Choosing Attack, Special or block break; case (Turnstate.ATTACK): gameManager.selectEnemyOn(); break; case (Turnstate.BLOCK): break; case (Turnstate.SPECIAL): gameManager.selectEnemyOn(); break; case (Turnstate.ULTIMATE): gameManager.selectEnemyOn(); break; case (Turnstate.DEAD): break; } }
void Timer10Sec() { min_Timer = min_Timer + Time.deltaTime; float cacl_Timer = min_Timer / max_Timer; TimerP1.transform.localScale = new Vector3(Mathf.Clamp(cacl_Timer, 0, 1), TimerP1.transform.localScale.y, TimerP1.transform.localScale.z); if (min_Timer >= max_Timer) { if (textBox.text == "" || textBox.text == "Ilagay ang salitang makikita...") { player2.currentState = Player2Script.Turnstate.processing; currentState = Turnstate.waiting; min_Timer = 0; } else { Debug.Log("Pass p2"); currentState = Turnstate.addToList; } } }
private IEnumerator TimeForAction() { if (actionStarted) { yield break; } actionStarted = true; //animate the enemy near the hero to attacck Vector3 enemyPosition = new Vector3(EnemyToAttack.transform.position.x + 1.5f, EnemyToAttack.transform.position.y, EnemyToAttack.transform.position.z); while (MoveTowardsEnemy(enemyPosition)) { yield return(null); } //Wait a bit yield return(new WaitForSeconds(0.5f)); //do damage //animate back to start position Vector3 firstposition = startPosition; while (MoveTowardsStart(firstposition)) { yield return(null); } //Remove performer from the list in BSM BSM.PerformList.RemoveAt(0); //Reset BSM= wait BSM.BattleStates = BattleStateMachine.PerformAction.Wait; actionStarted = false; //reset this enemy state cur_cooldown = 0f; CurrentState = Turnstate.Processing; }
void Timer10Sec() { //this function timer must be remove after checking the word and trigger the action function min_Timer = min_Timer + Time.deltaTime; float cacl_Timer = min_Timer / max_Timer; TimerP2.transform.localScale = new Vector3(Mathf.Clamp(cacl_Timer, 0, 1), TimerP2.transform.localScale.y, TimerP2.transform.localScale.z); if (min_Timer >= max_Timer) { if (textBox.text == "" || textBox.text == "Ilagay ang salitang makikita...") { currentState = Turnstate.waiting; StopCoroutine(TimeForAction()); player1.currentState = Player1Script.Turnstate.processing; min_Timer = 0; } else { Debug.Log("Pass p1"); currentState = Turnstate.addToList; } } }
// Update is called once per frame void Update() { Debug.Log(CurrentState); switch (CurrentState) { case (Turnstate.Processing): UpgradeProgressBar(); break; case (Turnstate.Addtolist): BSM.HerosToManage.Add(this.gameObject); CurrentState = Turnstate.Waiting; break; case (Turnstate.Waiting): break; case (Turnstate.Action): StartCoroutine(TimeForAction()); break; case (Turnstate.Dead): break; } }
// Use this for initialization void Start() { CurrentState = Turnstate.Processing; BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); startpostition = transform.position; }
// Start is called before the first frame update void Start() { currentState = Turnstate.WAITING; previousState = Turnstate.DEAD; player.CurrHP = player.MaxHP; }
void Battle_Start() { state = Turnstate.BATTLE_START; this.state_BATTLE_START(this, EventArgs.Empty); Invoke("Turn_Player", 2.0f); }
void Turn_Player() { state = Turnstate.TURN_PLAYER; this.state_TURN_PLAYER(this, EventArgs.Empty); }
void Turn_Enemy() { state = Turnstate.TURN_ENEMY; this.state_TURN_ENEMY(this, EventArgs.Empty); }