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Question by excalibour00 · Nov 12, 2015 at 04:30 PM · playeraiplayer movementturn-basedswitch characters

Switch turns between the Player and AI

Hey guys,

I've recently started using Unity for a resource management, stealth game. The stealth part is turned based, similar to Hitman Go. I have a simple character controller and a simple patrolling AI over an specific path. However, these movements work in real time and I want to change that to turned base. So, the AI should wait for the player to finish his/her move and then moves. The same goes for player too.

Both, the player and AI should be able to move to their adjacent waypoints only when the movement of the other parts is complete.

How should I go about that?

Thank you

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avatar image Cherno · Nov 12, 2015 at 05:12 PM 1
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Have a variable keep track of whose turn it is, like an integer where 0 is player's turn and 1 is enemies, and maybe 2 for NPCs. Create a few functions that manage the transition from one state to the next: A function for "Combat Start" which sets the state to 0, a function for "Start Player Turn", a function for "Start Enemy Turn" and so on. If it's the enemy's turn, don't let the player be able to control any of his characters. Create further sub-functions for transitioning from one enemy to the next, and for each, active one enemy and make it act, then go on to the next, and if all have acted, end the turn and start the next one. It's a good idea to think of it as if it were a board game, and try to think of the flow or even create a flowchart on paper to get an idea of the steps required to resolve combat, turns, and individual characters acting.

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