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Question by lordcharmander · Jan 06, 2020 at 07:43 AM · c#update problemstate machinesubtractinghealth

Alternative to Update

I'm trying to subtract health in a turn based battle system that I've been working on recently and whenever I would try and subtract player health in a specific enum/state in state machine (housed within update) only once but every time I would run the code the variable would subtract multiple times, but my function for subtracting Enemy Health would subtract once (as it should) since it was housed within a Task On Click function. Is there any way I can subtract Player Health within my state machine without having it repeat like this? I'm still fairly new to coding in Unity so any help I can get would be very appreciated. Thank you!

Code for reference:

     public void TaskOnClick()
     {
         if (currentState == BattleStates.PLAYERCHOICE)
         {
             currentState = BattleStates.PLAYERATTACK;
             StartCoroutine(PlayerAttack());
             StartCoroutine(SwitchStates1());;
         }
     }

     public IEnumerator SwitchStates1()
     {
         yield return new WaitForSeconds(2);
         Player1AttackingOver = true;
         yield return new WaitForSeconds(0.5f);
         currentState = BattleStates.ENEMYCHOICE;
     }
 
     public IEnumerator EnemyAttack()
     {
         yield return new WaitForSeconds(0.5f);
         enemy1.transform.position = EnemyAttackPosition;
         spriteChange.playerHP -= 25;
         yield return new WaitForSeconds(1f);
         enemy1.transform.position = EnemyPosition;
         yield return new WaitForSeconds(1f);
     }
 
     public enum BattleStates
     {
         BATTLESTART,
         PLAYERCHOICE,
         PLAYERATTACK,
         ENEMYCHOICE,
         ENEMYATTACK,
         LOSE,
         WIN
     }
 
 
   void Update()
     {
     M_ATTACK.onClick.AddListener(TaskOnClick);
     Debug.Log(currentState);
         Debug.Log(Values.EnemyHealth);
         Debug.Log(spriteChange.playerHP);
     switch (currentState)
         {
 
             case (BattleStates.BATTLESTART):
                 StartCoroutine(BattleWaitStart());
                 break;
             case (BattleStates.PLAYERCHOICE):
                 break;
             case (BattleStates.PLAYERATTACK):
                 UI.GetComponent<GraphicRaycaster>().enabled = true;
                 break;
             case (BattleStates.ENEMYCHOICE):
                 Player1AttackingOver = false;
                 StartCoroutine(EnemyAttack());
                 break;
             case (BattleStates.ENEMYATTACK):
                 break;
             case (BattleStates.LOSE):
                 break;
             case (BattleStates.WIN):
                 break;
         }
     }



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avatar image sacredgeometry · Dec 22, 2020 at 06:03 PM 0
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Im not sure I am 100% sure what you mean. Can you update your post to be more clear about what exactly the problem is?

avatar image logicandchaos · Dec 23, 2020 at 08:05 PM 0
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If I was making a turn based game I wouldn't put any game logic in update.

avatar image highpockets logicandchaos · Dec 23, 2020 at 08:38 PM 0
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I agree.. coroutines and events are your best friends

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Answer by highpockets · Dec 22, 2020 at 08:38 PM

I usually change state with getters and setters. Perhaps this is more along the lines of what you want. I don’t know if you just want currentState to be private or not, but I have included a Public getter and setter.

 public enum BattleStates
 {
      BATTLESTART,
      PLAYERCHOICE,
      PLAYERATTACK,
      ENEMYCHOICE,
      ENEMYATTACK,
      LOSE,
      WIN
 }
 private BattleStates _state = BattleStates.PLAYERCHOICE; //give an initial state
 public BattleStates state
 {
     get { return _state; }
     set {
         _state = value;
         
         switch( value ){
             case BattleStates.PLAYERCHOICE :
                 //player choice code
                 break;
             case BattleStates.BATTLESTART :
                 //battle start code
                 break;
             case BattleStates.PLAYERATTACK :
                 //player attack code
                 break;
             case BattleStates.ENEMYCHOICE :
                 //Enemy choice code
                 break;
             case BattleStates.ENEMYATTACK :
                 //enemy attack code
                 break;
             case BattleStates.LOSE :
                 //Lose code
                 break;
             case BattleStates.WIN :
                 //Win code
                 break;
         }
     }
 }
 
 private void SomeFunction()
 {
     state = BattleStates.WIN; //Use setter and the switch statement will run the necessary code for the win state 
 }
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