public void ChangeState(bState state) { if (currentState != state) { currentState = state; NextState(); // 이거 어디서 쓰는거지 } }
public void ChangeState(bState state) { if (currentState != state) { currentState = state; NextState(); } }
IEnumerator pheal() { playerUni.healing(3); playerHUD.setHP(playerUni.currentHealtH); dialogueText.text = " You regained some of your strangth "; yield return(new WaitForSeconds(2f)); state = bState.Enmeyturn; StartCoroutine(opponentTurn()); }
IEnumerator bSetup() //Spawn battle units { GameObject playerGObject = Instantiate(playerP, P1BattleStation); playerGObject.GetComponent <UnitScript>(); playerUni = playerGObject.GetComponent <UnitScript>(); GameObject enemyGObject = Instantiate(enemyP, enemyBattleStation); enemyUni = enemyGObject.GetComponent <UnitScript>(); dialogueText.text = " BossMan " + enemyUni.unitGama + " appeared to fight you "; playerHUD.setHUD(playerUni); enemyHUD.setHUD(enemyUni); yield return(new WaitForSeconds(2f)); state = bState.Playerturn; PTurn(); }
IEnumerator opponentTurn() { //enemy logic dialogueText.text = enemyUni.unitGama + " Attacked You! "; yield return(new WaitForSeconds(1f)); bool isdeath = playerUni.tDamage(enemyUni.damage); playerHUD.setHP(playerUni.currentHealtH); yield return(new WaitForSeconds(1f)); if (isdeath) { state = bState.Lost; battlePhelile(); } else { state = bState.Playerturn; PTurn(); } }
IEnumerator playerAttec() { bool isdeath = enemyUni.tDamage(playerUni.damage); enemyHUD.setHP(enemyUni.currentHealtH); dialogueText.text = " attack landed successfully"; //makes sure damage is dealt yield return(new WaitForSeconds(2f)); //check if enemy is dead if (isdeath) { //battle ends state = bState.Won; battlePhelile(); } else { //opponents turn state = bState.Enmeyturn; StartCoroutine(opponentTurn()); } }
void Start() { state = bState.Start; StartCoroutine(bSetup()); }
public GridEntity() { state = bState.free; }