Permalink
Cannot retrieve contributors at this time
Name already in use
A tag already exists with the provided branch name. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Are you sure you want to create this branch?
DMD2542/D&DcharacterGen/Assets/Scripts/PlayerHits.cs
Go to fileThis commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
128 lines (85 sloc)
2.85 KB
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using UnityEngine.UI; | |
public class PlayerHits : MonoBehaviour { | |
public float PlayerHitPointsText = 0.0f; | |
public float PlayerDamage = 0.0f; | |
public float PlayerChanceToHit = 0.0f; | |
public float EnemyHitPoints = 0; | |
public float EnemyDamage = 0; | |
public float EnemyChanceToHit = 0.0f; | |
public Text pName; | |
public Text pDamage; | |
public Text pChance; | |
public Text eHits; | |
public Text eDamage; | |
public Text eChance; | |
public Text status; | |
public Text status2; | |
// Use this for initialization | |
void Start () { | |
Debug.Log (EnemyHitPoints); | |
} | |
public void RollStats () { | |
PlayerHitPointsText = Random.Range (4, 6); | |
PlayerDamage = Random.Range (1, 3); | |
PlayerChanceToHit = Random.Range (0, 100); | |
EnemyHitPoints = Random.Range (2, 8); | |
EnemyDamage = Random.Range (1,3); | |
EnemyChanceToHit = Random.Range (0, 100); | |
pName = pName.GetComponent<Text>(); | |
pName.text = PlayerHitPointsText.ToString(); | |
pDamage = pDamage.GetComponent<Text>(); | |
pDamage.text = PlayerDamage.ToString(); | |
pChance = pChance.GetComponent<Text>(); | |
pChance.text = PlayerChanceToHit + "%".ToString(); | |
eHits = eHits.GetComponent<Text>(); | |
eHits.text = EnemyHitPoints.ToString(); | |
eDamage = eDamage.GetComponent<Text>(); | |
eDamage.text = EnemyDamage.ToString(); | |
eChance = eChance.GetComponent<Text>(); | |
eChance.text = EnemyChanceToHit + "%".ToString(); | |
Debug.Log (EnemyHitPoints); | |
} | |
//player health - enemy damage | |
public void Fight() { | |
var roll = Random.Range (0.0f, 100.0f); | |
var playerstatus = "status"; | |
var enemystatus = "status"; | |
if (PlayerChanceToHit >= roll) { | |
EnemyHitPoints = EnemyHitPoints - PlayerDamage; | |
playerstatus = "You hit the enemy! Enemy Health is now " + EnemyHitPoints; | |
} else { | |
playerstatus = "You missed the enemy! Enemy Health is still " + EnemyHitPoints; | |
}; | |
if (EnemyChanceToHit >= roll) { | |
PlayerHitPointsText = PlayerHitPointsText - EnemyDamage; | |
enemystatus = "The enemy hit you! Your health is now " + PlayerHitPointsText; | |
} else { | |
enemystatus = "The enemy missed you! Your health is still " + PlayerHitPointsText; | |
}; | |
status = status.GetComponent<Text> (); | |
status.text = playerstatus.ToString (); | |
status2 = status2.GetComponent<Text> (); | |
status2.text = enemystatus.ToString (); | |
if (EnemyHitPoints <= 0) { | |
enemystatus = ""; | |
playerstatus = "You won!"; | |
status = status.GetComponent<Text> (); | |
status.text = playerstatus.ToString (); | |
status2 = status2.GetComponent<Text> (); | |
status2.text = enemystatus.ToString (); | |
}; | |
if (PlayerHitPointsText <= 0) { | |
enemystatus = ""; | |
playerstatus = "You Lost"; | |
status = status.GetComponent<Text> (); | |
status.text = playerstatus.ToString (); | |
status2 = status2.GetComponent<Text> (); | |
status2.text = enemystatus.ToString (); | |
}; | |
} | |
// Update is called once per frame | |
void Update () { | |
} | |
} |