} //Basic enemy turn that will look at which enemy the player is fighting, and start seperate scripts depending on the enemy. public IEnumerator EndBattle() { if (state == BattleStateFossil.WON) { if (EnemyHolder.bossNumber == 0) { itemDrop.GenerateFossil(); } winScreenAnimation.StartIEnumerator("OpenWinScreen"); MusicManager.normalBattleMusic = false; MusicManager.bossBattleMusic = false; MusicManager.victoryMusic = true; yield return(new WaitUntil(() => winScreenAnimation.inWinScreen == false)); yield return(new WaitForSeconds(.6f)); worldPlayer.GetComponent <LoadBattle>().StartCoroutine("EndBattleTransition"); yield return(new WaitForSeconds(.95f)); for (int i = 0; i < currentEnemies.Length; i++) { Destroy(currentEnemies[i]); } buttons.SetActive(true); enemyTurnAttack = false; Array.Clear(currentEnemies, 0, currentEnemies.Length); worldPlayer.SetActive(true); worldPlayer.GetComponent <SpriteRenderer>().enabled = true; mainCamera.orthographicSize = 12; worldPlayer.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic; enemiesKilled = 0; if (EnemyHolder.bossNumber != 0) { StartCoroutine(FindObjectOfType <DialogueManager>().StartDialogue(bossDialogue)); } fossilAttacks.purifyUsed = false; fossilAttacks.skullUsed = false; fossilAttacks.healUsed = false; EnemyHolder.turnCount = 0; MusicManager.victoryMusic = false; BattleCount.inBattle = false; MenuManager.enabled = true; EnemyHolder.bossNumber = 0; battle.SetActive(false); }//Turns on the world player, disabled the battle, destroys all the enemies, and clears the current enemy array to reset all values else if (state == BattleStateFossil.LOST) { for (int i = 0; i < currentEnemies.Length; i++) { Destroy(currentEnemies[i]); } buttons.SetActive(true); enemyTurnAttack = false; Array.Clear(currentEnemies, 0, currentEnemies.Length); worldPlayer.SetActive(true); worldPlayer.GetComponent <SpriteRenderer>().enabled = true; mainCamera.orthographicSize = 12; worldPlayer.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic; MenuManager.enabled = true; enemiesKilled = 0; fossilAttacks.purifyUsed = false; fossilAttacks.skullUsed = false; fossilAttacks.healUsed = false; EnemyHolder.bossNumber = 0; MusicManager.normalBattleMusic = false; MusicManager.bossBattleMusic = false; MusicManager.victoryMusic = false; EnemyHolder.turnCount = 0; BattleCount.battleCount = 0; BattleCount.inBattle = false; battle.SetActive(false); SceneManager.LoadScene("GameOver"); } //Turns on the world player, disabled the battle, destroys all the enemies, and clears the current enemy array to reset all values } //Reads if the player killed the enemy and responds accordingly