private void TriggerVictory(ConcurrentDictionary <Characters, int> expextra = null) { int exp = 0; uint ap = 0; ConcurrentDictionary <byte, byte> items = new ConcurrentDictionary <byte, byte>(); ConcurrentDictionary <Cards.ID, byte> cards = new ConcurrentDictionary <Cards.ID, byte>(); foreach (Enemy e in Enemy.Party) { exp += e.EXP; ap += e.AP; Saves.Item drop = e.Drop(Memory.State.PartyHasAbility(Kernel_bin.Abilities.RareItem)); Cards.ID carddrop = e.CardDrop(); if (drop.QTY > 0 && drop.ID > 0) { if (!items.TryAdd(drop.ID, drop.QTY)) { items[drop.ID] += drop.QTY; } } if (carddrop != Cards.ID.Fail && carddrop != Cards.ID.Immune) { if (!cards.TryAdd(carddrop, 1)) { cards[carddrop]++; } } } SetMode(Mode.Victory); Victory_Menu?.Refresh(exp, ap, expextra, items, cards); }
private void DrawVictoryAction() => Victory_Menu.Draw();
private bool UpdateVictoryFunction() { init_debugger_Audio.PlayMusic(1); return(Victory_Menu.Update()); }