public void InitializeBattle(List <EnemyData> enemies, ActualTurn turn) { ControlManager.Instance.PlayerContext = PlayerContextType.InCombat; StatsManager.Instance.RecalculateStatsFromPlayer(); //loads stats + weapon _playerCombat = _combatUpdater.PlayerCombat; for (int i = 0; i < enemies.Count; i++) { if (enemies[i].TypeEnemy == TypeEnemy.Boss) { _bossBattle = true; } EnemyCombat ec = _combatUpdater.EnemiesSlots[i].GetComponent <EnemyCombat>(); _enemiesInBattle.Add(i, ec); _enemiesInBattle[i].SetEnemyData(enemies[i], StatsManager.Instance.InfoPlayer.ActualLevel); } UIManager.Instance.ShowUIMainPanel(UIMainPanel.Combat); //Combat panel -> 1st transit _actualTurn = turn; }
public void InitializeBattle() { ControlManager.Instance.PlayerContext = PlayerContextType.InCombat; StatsManager.Instance.RecalculateStatsFromPlayer(); //loads stats + weapon _playerCombat = _combatUpdater.PlayerCombat; _enemyAttacked = -1; for (int i = 0; i < _enemiesAddToBattle.Count; i++) { if ((int)_enemiesAddToBattle[i].TypeEnemy >= 100) { _bossBattle = true; } EnemyCombat ec = _combatUpdater.EnemiesSlots[i].GetComponent <EnemyCombat>(); _enemiesInCombat.Add(ec); _enemiesAlive.Add(true); _enemiesInCombat[i].SetEnemyData(_enemiesAddToBattle[i], StatsManager.Instance.InfoPlayer.ActualLevel); } UIManager.Instance.ShowUIMainPanel(UIMainPanel.Combat); //Combat panel -> 1st transit _actualTurn = _preloadTurn; }