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fight.GetComponent().startFight(worldGen.GetComponent().getCurrentTile(), target, player); + fight.GetComponent().startFight(worldGen.GetComponent().getCurrentTile(), target, player, true); break; case "Tree": player.GetComponent().getPlayer().getStat("TreeCount").changeAmount(1); diff --git a/Assets/Scripts/Fight.cs b/Assets/Scripts/Fight.cs index 9ffa8a5..7a61c37 100644 --- a/Assets/Scripts/Fight.cs +++ b/Assets/Scripts/Fight.cs @@ -14,12 +14,16 @@ public class Fight : MonoBehaviour GameObject player; System.Random rand = new System.Random(); UIHandler uihandler; + bool isFleeable = true; + public bool isFightActive = false; - public void startFight(GameObject tile, GameObject enemy, GameObject player) + public void startFight(GameObject tile, GameObject enemy, GameObject player, bool isFleeable) { + isFightActive = true; this.tile = tile; this.enemy = enemy; this.player = player; + this.isFleeable = isFleeable; enemy.GetComponent().scaleEnemy(player.GetComponent()); enemy.transform.rotation = Quaternion.Euler(0, GameObject.Find("Main Camera").transform.rotation.y, 0); @@ -31,6 +35,7 @@ public class Fight : MonoBehaviour private void endFight() { + isFightActive = false; uihandler.closeFight(); } @@ -42,7 +47,7 @@ public class Fight : MonoBehaviour switch (index) { case 1: - 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isAttacking = false; - isAttackOnCooldown = false; - attackTimer = new Stopwatch(); + fight = GameObject.Find("Fight").GetComponent(); } // Update is called once per frame void Update() { + if(fight.isFightActive) return; Jump(); - if (isAttacking) - { - Attack(); - } - } - - void Attack() - { - if (!isAttackOnCooldown) - { - attackTimer.Start(); - isAttackOnCooldown = true; - } - if (attackTimer.ElapsedMilliseconds >= 2000) - { - attackTimer.Reset(); - isAttackOnCooldown = false; - } } void Jump() @@ -95,16 +74,12 @@ namespace Assets.Scripts.InteractableObjects public void HandleAttack() { - isAttacking = true; - //Create attack logic here + //TODO: Force Fight start } public void handleFollow(bool isFollowing) { followsPlayer = isFollowing; - isAttacking = false; - attackTimer.Reset(); - isAttackOnCooldown = false; } public void HandleDetection() diff --git a/Assets/Scripts/Player/PlayerGameObject.cs b/Assets/Scripts/Player/PlayerGameObject.cs index 93f1c00..9e0d6b0 100644 --- a/Assets/Scripts/Player/PlayerGameObject.cs +++ b/Assets/Scripts/Player/PlayerGameObject.cs @@ -253,7 +253,7 @@ namespace Assets.Scripts.Player switch (col.name) { case "AttackRange": - 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