public override void OnEnter(GameManager gameManager)
{
GUIManager guiManager = gameManager.GetGUIManager();
guiManager.ShowActions();
guiManager.ShowMoveSelectCountdown();
guiManager.SetMoveSelectCountdownMinMax(0, turnDuration);
guiManager.SetMoveSelectCountdownValue(turnDuration);
guiManager.HideStatusPanel();
gameManager.ShowTargetingIndicator();
timeElapsed = turnDuration;
// Move the camera back into place.
gameCamera.GetComponent<CameraMoves>().MoveAndLook(startCameraPosition, gameManager.GetPlayer().transform.position, 2.0f);
bool autoSelectPlayerTarget = (gameManager.GetPlayerTarget() == null); // Decided whether auto-select a target if the player hasn't selected any
// Pick random actions for the non-player combatants.
List<GameObject> actors = gameManager.GetActiveCombatants();
if (actors.Count > 1) {
foreach (GameObject actor in actors) {
// We don't need to pick an action for the player automatically.
if (actor.CompareTag("Player")) {
continue;
}
// Auto-select the first available enemy as the player's target.
if (autoSelectPlayerTarget) {
gameManager.OnCombatantSelect(actor);
autoSelectPlayerTarget = false;
}
CombatantActions combatant = actor.GetComponent<CombatantActions>();
// Choose a target.
// Make sure the combatant doesn't target itself.
List<int> possibleTargets = new List<int>();
for (int i = 0; i < actors.Count; i++) {
if (actors[i] != actor) {
possibleTargets.Add(i);
}
}
int targetIndex = Random.Range(0, possibleTargets.Count);
GameObject target = actors[possibleTargets[targetIndex]];
combatant.SetTarget(target);
// Pick the action.
int randAction = Random.Range(0, combatant.GetActionCount());
CombatantAction action = combatant.GetAction(randAction);
gameManager.QueueAction(action);
}
}
gameManager.UnsetSelectedAction();
gameManager.GetPlayer().GetComponent<CombatantActions>().SelectedAction = null;
}