PO/Assets/BaseEnemyTurn.cs

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using System.Collections.Generic;
using System;
using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
public class BaseEnemyTurn : MonoBehaviour
{
public static BaseEnemyTurn basic;
public List<EnemyLoopTurn> enemyLoopTurns;
public GameObject currentEnemy;
private void Awake()
{
if (basic != null && basic != this)
{
Debug.LogWarning("2 base enemy turn on the scene");
Destroy(this);
return;
}
basic = this;
}
public void FindLoopTurn(GameObject _enemy, int _phaseAttack)
{
for(int i = 0; i < enemyLoopTurns.Count; i++)
{
if(enemyLoopTurns[i].config == _enemy.GetComponent<Enemy>().enemyConfig)
{
currentEnemy = _enemy;
int _phase = _phaseAttack % enemyLoopTurns[i].attackLoop.Count;
Debug.Log(_phase + " " + _enemy.name);
enemyLoopTurns[i].attackLoop[_phase]?.Invoke();
return;
}
}
Debug.LogError("Loop not found");
}
}
[Serializable]
public class EnemyLoopTurn
{
[Tooltip("the config is necessary to find the right chain of actions")]
public EnemyConfig config;
public List<UnityEvent> attackLoop = new List<UnityEvent>();
}