void End() { CombatInfo.CombatsFinished = 0; MapNodeManager.ResetGame(); Debug.Log(CombatInfo.CombatsFinished); SceneManager.LoadScene("MainMenu"); }
public void ActivateNode(GameObject other) { MapNodeManager mapNodeManager = MapNodeManager.GetInstance(); //node activation if (mapNodeManager != null && other != null) { if (other.GetComponent <MapPlayerController>() != null && GameState.GetInstance().ReadyToBattle) { if (nodeState == NodeState.Start || (nodeState == NodeState.Incomplete && MapNodeList.nodes[previusIndex].nodeState == NodeState.Current)) { SaveGameManager.SaveGame(other.transform.position, CombatInfo.CombatsFinished); if (nodeState != NodeState.Start) { MapNodeList.nodes[previusIndex].spriteRenderer.color = completeNormalColor; MapNodeList.nodes[previusIndex].nodeState = NodeState.Complete; } spriteRenderer.color = currentNormalColor; nodeState = NodeState.Current; //get combat info from the gameobject sprite render is on Combat combat = spriteRenderer.gameObject.GetComponent <Combat>(); if (combat != null) { //node based fight info if (previusIndex == 1) { CombatInfo.FightType = 1; } if (previusIndex == -1) { CombatInfo.Env = Environment.Grass; } else { CombatInfo.Env = Environment.City; } GameObject.FindObjectOfType <FadeOut>().Fade(combat); } } } } }
public void Awake() { if (instance == null) { instance = this; } for (int i = 0; i < CombatInfo.CombatsFinished; i++) { Debug.Log(MapNodeList.nodes[i].nodeName); Debug.Log(MapNodeList.nodes[i].nodeState); MapNodeList.nodes[i].nodeState = NodeState.Complete; MapNodeList.nodes[i].CheckSp(); } if (CombatInfo.CombatsFinished > 0) { MapNodeList.nodes[CombatInfo.CombatsFinished - 1].nodeState = NodeState.Current; MapNodeList.nodes[CombatInfo.CombatsFinished].nodeState = NodeState.Incomplete; } else { ResetGame(); } }
void Awake() { Instance = this; m_transMainCanvas = GameObject.Find("MainCanvas/Main").transform; }