示例#1
0
 public void ChangeState(bState state)
 {
     if (currentState != state)
     {
         currentState = state;
         NextState(); // 이거 어디서 쓰는거지
     }
 }
示例#2
0
 public void ChangeState(bState state)
 {
     if (currentState != state)
     {
         currentState = state;
         NextState();
     }
 }
示例#3
0
    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());
    }
示例#4
0
    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();
    }
示例#5
0
    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();
        }
    }
示例#6
0
    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());
        }
    }
示例#7
0
    void Start()
    {
        state = bState.Start;

        StartCoroutine(bSetup());
    }
示例#8
0
 public GridEntity()
 {
     state = bState.free;
 }