/// <summary> /// End battle and return to overworld once all enemies are defeated /// </summary> public void CheckVictory() { List <Entity> partyMembers = eParty.GetLivingParty(); if (partyMembers.Count == 0) { //Revive overworld ow.activeEnemies.Remove(ea); Destroy(ea.gameObject); ow.Activate(true); SceneManager.LoadScene("overworld"); } }
/// <summary> /// End battle and return to overworld once all enemies are defeated /// </summary> public void CheckVictory() { List <Entity> partyMembers = eParty.GetLivingParty(); //All enemies dead if (partyMembers.Count == 0) { SetState("VICTORY"); } //Check for level ups one more time foreach (Entity e in pParty.GetParty()) { e.CheckLevel(); } }