public void StartBattle(Player.Data playerData, Enemy.Data enemyData)
 {
     currentPlayerData = playerData;
     currentEnemyId    = enemyData.id;
     enemyDataDictionary[currentEnemyId] = enemyData;
     sceneTransitionManager.FadeOut(() => SceneManager.LoadScene("Battle"));
 }
    public void StartBattle(Player.Data playerData, Enemy.Data enemyData)
    {
        this.playerData = playerData;
        this.enemyData  = enemyData;

        SetupUI();

        StartCoroutine(HandleTurn());
    }
    // Choose a viable enemy based on the current level of challenge and spawn it.
    private void SpawnEnemy()
    {
        // Filter out all enemies that have too high of a challenge.
        List <Enemy.Data> viableEnemies = GetViableEnemies();

        // Choose one of these enemies randomly.
        Enemy.Data enemy = viableEnemies[Random.Range(0, viableEnemies.Count)];
        challengeCurrent += enemy.challenge;

        // Instantiate the enemy.
        GameObject newEnemy = Instantiate(prefabEnemy, spawnPos, Quaternion.identity);
        Enemy      en       = newEnemy.GetComponent <Enemy>();

        en.SetData(enemy.DeepCopy());

        // Check if there are any viable enemies left.
        // If not, it's time to move on to the next spawn group.
        viableEnemies    = GetViableEnemies();
        spawnGroupActive = (viableEnemies.Count != 0);
    }
    private void LoadOverworld()
    {
        Debug.Log(">> Loading Overworld...");
        sceneTransitionManager = FindObjectOfType <SceneTransitionManager>();

        if (sceneTransitionManager == null)
        {
            Debug.LogError("Scene Transition Manger missing from Current Overworld Scene");
        }

        Enemy[] enemies = GameObject.FindObjectsOfType <Enemy>();
        if (enemies != null)
        {
            foreach (Enemy enemy in enemies)
            {
                Enemy.Data enemyData = enemyDataDictionary.ContainsKey(enemy.data.id)
                    ? enemyDataDictionary[enemy.data.id]
                    : null;
                enemy.LoadData(enemyData);
            }
        }

        if (hasBattleEnded)
        {
            Debug.Log(">>> Restoring Overworld State After Battle...");

            sceneTransitionManager.FadeIn(() => Debug.Log("FadeIn Complete"));

            Player player = GameObject.FindObjectOfType <Player>();
            if (player != null)
            {
                player.LoadData(currentPlayerData);
                currentPlayerData = null;
            }
            hasBattleEnded = false;
        }
    }
    // Read data from the files.
    private void Tune()
    {
        JSONNodeReader reader = new JSONNodeReader(enemySpawnersFile);

        challengeMax = reader.Get("initial challenge", 1.0f);
        challengeIncreasePerSpawnGroup = reader.Get("challenge increase per spawn group", 1.0f);
        spawnGroupsPerDeadTime         = reader.Get("spawn groups per dead time", 3);
        secondsBetweenSpawns           = reader.Get("seconds between spawns", 1.0f);
        secondsBetweenSpawnGroups      = reader.Get("seconds between spawn groups", 2.0f);
        secondsPerDeadTime             = reader.Get("seconds per dead time", 3.0f);
        enemyBaseLeftMovementSpeed     = reader.Get("enemy base left movement speed", 0.05f);

        timerSpawn      = new Timer(secondsBetweenSpawns);
        timerSpawnGroup = new Timer(secondsBetweenSpawnGroups);
        timerDeadTime   = new Timer(secondsPerDeadTime);
        ChooseRandomSpawnPosition();

        // How much health a single health kit should give.
        int healthPerHealthKit;
        int pointsPerEnemyKilled;
        int pointsPerProjectilePunched;
        int pointsPerFullHealthHealthKit;

        reader.SetFile(scoreFile);
        pointsPerEnemyKilled         = reader.Get("points per enemy killed", 100);
        pointsPerProjectilePunched   = reader.Get("points per projectile punched", 10);
        pointsPerFullHealthHealthKit = reader.Get("points per full health health kit", 100);

        // Drop rates for items.
        Probability <ItemType> probItem = new Probability <ItemType>(ItemType.None);
        float dropRateHealthKit;
        float dropRateBattleAxe;
        float dropRateMoreArms;

        reader.SetFile(itemsFile);
        dropRateHealthKit  = reader.Get("health kit drop rate", 0.07f);
        dropRateBattleAxe  = reader.Get("battle axe drop rate", 0.05f);
        dropRateMoreArms   = reader.Get("more arms drop rate", 0.05f);
        healthPerHealthKit = reader.Get("health per health kit", 50);

        probItem.SetChance(ItemType.HealthKit, dropRateHealthKit);
        probItem.SetChance(ItemType.BattleAxe, dropRateBattleAxe);
        probItem.SetChance(ItemType.MoreArms, dropRateMoreArms);

        reader.SetFile(enemiesFile);
        JSONArrayReader enemyArray = reader.Get <JSONArrayReader>("enemies");
        //for (int i = 0; i < enemyArray.GetCount(); ++i)
        JSONNodeReader enemyNode;

        while (enemyArray.GetNextNode(out enemyNode))
        {
            //JSONNodeReader enemyNode = enemyArray.GetNode(i);
            string enemyName = enemyNode.Get("name", "UNNAMED");

            // Read volley data.
            JSONNodeReader volleyNode = enemyNode.Get <JSONNodeReader>("volley");

            string colString = volleyNode.Get("color", "#ffffff");
            Color  projColor;
            if (!ColorUtility.TryParseHtmlString(colString, out projColor))
            {
                Debug.Log(enemyName + ": Could not parse HTML color for volley!");
            }
            EnemyProjectile.Data projectile = new EnemyProjectile.Data(
                new EnemyProjectile.Data.Refs(ts, score),
                volleyNode.Get("projectile punchable", true),
                volleyNode.Get("projectile damage", 20),
                pointsPerProjectilePunched,
                projColor,
                volleyNode.Get("direction", 180.0f),
                volleyNode.Get("speed", 4.0f));

            VolleyData volley = new VolleyData(projectile,
                                               volleyNode.Get("projectile count", 1),
                                               volleyNode.Get("spread angle", 0.0f),
                                               volleyNode.Get("aims at player", false));

            OscillatePosition2D.Data oscData = new OscillatePosition2D.Data(
                new OscillatePosition2D.Data.Refs(ts),
                0.0f, 0.0f,
                enemyNode.Get("y oscillation magnitude", 0.0f),
                enemyNode.Get("y oscillation speed", 0.0f));

            EnemyAttack.Data attack = new EnemyAttack.Data(
                new EnemyAttack.Data.Refs(ts, playerPowerup.gameObject),
                volley,
                enemyNode.Get("seconds between volleys", 1.0f),
                enemyNode.Get("volley direction delta per shot", 0.0f),
                enemyBaseLeftMovementSpeed);

            EnemySprite.Data enemySprite = new EnemySprite.Data(
                enemyNode.Get("sprite name", "basic"));

            Velocity2D.Data leftMovement = new Velocity2D.Data(
                new Velocity2D.Data.Refs(ts),
                new Vector2(
                    -enemyNode.Get("left movement speed increase", 0.0f)
                    - enemyBaseLeftMovementSpeed, 0.0f));

            ItemHealthKit.Data healthKitData = new ItemHealthKit.Data(
                new ItemHealthKit.Data.Refs(score),
                healthPerHealthKit,
                pointsPerFullHealthHealthKit);
            EnemyHealth.Data enemyHealthData = new EnemyHealth.Data(
                new EnemyHealth.Data.Refs(ts, score, playerPowerup),
                healthKitData,
                pointsPerEnemyKilled,
                probItem);

            Enemy.Data enemy = new Enemy.Data(enemyNode.Get("challenge", 1.0f),
                                              oscData,
                                              attack,
                                              enemySprite,
                                              leftMovement,
                                              enemyHealthData);

            // Add the enemy to the possible enemies pool.
            possibleEnemies.Add(enemy);
        }
    }