void InterpretSequence() { if (currentSequence >= currentChain[currentLink].sequences.Length) { return; } string para = currentChain[currentLink].sequences[currentSequence].parameter; switch (currentChain[currentLink].sequences[currentSequence].type) { case SequenceType.DIALOGUE: map.SetActive(false); ActivateDialogue(int.Parse(para)); break; case SequenceType.BATTLE: map.SetActive(false); camScript.ActivateBattleCam(); board = (GameObject)Instantiate(Resources.Load("Boards/" + para)); //combat.SetActive(true); //battleUI.SetActive(true); //battleUI.SetActive(true); ProjectileScript ps = GameObject.FindGameObjectWithTag("ProjectileController").GetComponent <ProjectileScript>(); ps.Reset(); /*foreach (GameObject i in GameObject.FindGameObjectsWithTag("Board")) * if (i.name == para) * { * for (int j = 0; j < i.transform.childCount; j++) * i.transform.GetChild(j).gameObject.SetActive(true); * UnityEditor.PrefabUtility.ResetToPrefabState(i.transform.GetChild(0)); * } */ break; case SequenceType.ACTIVATE_NODE: mapScript.OpenCity(int.Parse(para)); NextSequence(); break; case SequenceType.MUSIC: audioCS.PlayMusic(para); NextSequence(); break; case SequenceType.BACKGROUND: bgName = para; NextSequence(); break; } }