Beispiel #1
0
    public void OnEnterTrainersView(TrainerController trainer)
    {
        bool battleLost = false;

        foreach (string trainerName in GameController.Instance.DefeatedTrainerName)
        {
            if (trainer.Name == trainerName)
            {
                battleLost = true;
                break;
            }
            else
            {
                battleLost = false;
            }
        }
        if (!battleLost)
        {
            state = GameState.Cutscene;
            StartCoroutine(trainer.TriggerTrainerBattle(playerController));
        }
        else
        {
            trainer.BattleLost();
        }
    }
Beispiel #2
0
    //Here the UI for the end of the battle (or beginning of the game) gets setup
    void EndBattle(bool won)
    {
        if (trainer != null && won == true)
        {
            trainer.BattleLost();
            trainer = null;
        }

        state = GameState.FreeRoam;
        battleSystem.gameObject.SetActive(false);
        worldCamera.gameObject.SetActive(true);
    }
    void EndBattle(bool won)
    {
        if (trainer != null && won == true)
        {
            trainer.BattleLost();
            trainer = null;
        }

        BattleMusic.Stop();
        state = GameState.FreeRoam;
        battleSystem.gameObject.SetActive(false);
        worldCamera.gameObject.SetActive(true);
        playerController.Velocity = 10;
    }
Beispiel #4
0
    //Change our battle state, camera active, and gameobject of the Battle System
    void EndBattle(bool won)
    {
        if (trainer != null)
        {
            if (won)                  //If it is a trainer battle, won by the player
            {
                trainer.BattleLost(); //Disable the fov, to disable the battle
                defeatedTrainerName.Add(trainer.Name);

                trainer = null;
            }
            else //If we lose the battle
            {
                playerController.LoseBattle();
            }
        }

        state = GameState.FreeRoam;
        battleSystem.gameObject.SetActive(false);
        worldCamera.gameObject.SetActive(true);
    }
Beispiel #5
0
 // Method to signal the end of the battle and setting the battle scene to false.
 void EndBattle(bool won)
 {
     if (won == true)   //true means trainer lost and false means trainer won.
     {
         AudioManager.Instance.PlayMusicWithFade(VictoryMusic, 0.1f);
         Debug.Log("trainer lost");
         trainer.BattleLost();
         battleLoader.FadetoBlack();
     }
     else
     {
         Debug.Log("trainer won");
         trainer.BattleWon();
         battleLoader.FadetoBlack();
     }
     state = GameState.FreeRoam;
     AudioManager.Instance.PlayMusicWithFade(LevelMusic, 0.1f);
     battleLoader.UnFade();
     trainer.TrainerUnit.disableImage(); //have to disable image here or will have overlap as we are calling instance of same trainerunit scripts and when battle ends didnt account for this image
     BattleSystem.Instance.gameObject.SetActive(false);
     worldCamera.gameObject.SetActive(true);
 }