Assets/Scripts/Battle/Fighters/Brady.cs (view raw)
1using System.Collections;
2using System.Collections.Generic;
3using UnityEngine;
4
5public class Brady : BadGuy
6{
7 public Brady()
8 {
9 stats = new Stats("Brady");
10 description = "Son of the dark lord, he's not too bad.";
11
12 goldDrop = 150;
13 itemsDrop = new Inventory();
14 itemsDrop.generateItem(new ItemInfo(new BottledBlessing(), 1));
15
16 dead = defending = false;
17 }
18
19 public override string Combat_AI()
20 {
21 bool output;
22 int res;
23 Ability ability;
24 Fighter target;
25 do {
26 res = Random.Range(1, 101);
27 Debug.Log(res);
28 if (res < 70)
29 {
30 output = true;
31 //attack
32 Fighter[] ggs = GameObject.Find("BattleManager").GetComponent<BattleManager>().getGuys(false); //TODO: try FindObjectOfType
33
34 /*
35 List<Fighter> goodGuys = new List<Fighter>();
36 foreach(Fighter f in ggs){
37 if(!f.dead)
38 goodGuys.Add(f);
39 }
40 */
41
42 target = ggs[Random.Range(0, ggs.Length)];
43
44 if(res < 35)
45 {
46 //basic
47 ability = new Attack();
48 } else {
49 //magic
50 ability = new FireBall();
51 }
52 } else
53 {
54 //heal
55 ability = new HealGreat();
56 target = this;
57 if(this.stats.HP < this.stats.MaxHP)
58 {
59 output = true;
60 } else {
61 output = false;
62 }
63 }
64 } while (output == false);
65
66
67 return AbilityDB.Process(this, ability, target, true, out output);
68 }
69}