void Update()
        {
            if (UnityEngine.Input.GetKeyDown(UnityEngine.KeyCode.W))
            {
                switch (defaultScene)
                {
                case DefaultScene.Overworld:
                    EngineEventManager.Instance().onTransitionGameState(Engine.GameStates.Transitions.GameState.Overworld, LoadSceneMode.Single);
                    break;

                case DefaultScene.Battle:
                    BattleTransitionContainer.EnemyParty = DataRepository.Instance().Parties.GetByName(enemyPartyName);
                    SceneManager.LoadSceneAsync("Battle");
                    break;
                }
            }
        }
 protected virtual void OnEnable()
 {
     sourceRef = serializedObject;
     source    = (EngineEventManager)target;
     GetProperties();
 }
Example #3
0
 public void Awake()
 {
     EngineEventManager.Instance().onTransitionGameState += CheckState;
     EngineEventManager.Instance().onGameStateExit       += CheckState;
     DontDestroyOnLoad(this.gameObject);
 }
Example #4
0
 public void BattleEnd()
 {
     EngineEventManager.Instance().GameStateExit();
 }