public void StepBattle() { if (CurrentBattle != null) { CurrentBattle.BattleStep(); } if (CurrentBattle.ConditionResult()) { Destroy(CurrentBattle); CurrentBattle = null; } }
public void StartBattle() { if (CurrentBattle == null) { HealParties(); //CurrentBattle = SingleTurnBattleSystem(StartingSeed++); SingleTurnBattleSystem system = gameObject.AddComponent <SingleTurnBattleSystem>(); system.BattleFormulaQueue = new FormulaQueue(GenerateFormulas()); system.BattleFormulaQueue.PopulateQueue(); system.SetSeed(StartingSeed++); system.BattleFormulaQueue.SetSeed(StartingSeed++); system.VictoryCondition = new PartyWipeCondition(enemyParty); system.LossCondition = new PartyWipeCondition(playerParty); CurrentBattle = system; } }