/// <summary>
    /// Wait for a while then move on to the battle screen.
    /// </summary>
    /// <param name="time"></param>
    /// <returns></returns>
    private IEnumerator BattleDelay(float time)
    {
        yield return(new WaitForSeconds(time));

        currentScene.value = (int)Constants.SCENE_INDEXES.BATTLE;
        AreaValue value = areaInfo.GetArea(currentScene.value, currentRoom.value);

        Debug.Log("Changed to area:  " + value.locationName);
        SceneManager.LoadScene(value.sceneID);
    }
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        public override string GetStepParameters()
        {
            var parameters = new List <string>();

            parameters.Add(Name != null ? Name.ToStepValue() : "$");
            parameters.Add(Description != null ? Description.ToStepValue() : "$");
            parameters.Add(Unit != null ? Unit.ToStepValue() : "$");
            parameters.Add(AreaValue != null ? AreaValue.ToStepValue() : "$");
            parameters.Add(Formula != null ? Formula.ToStepValue() : "$");

            return(string.Join(", ", parameters.ToArray()));
        }
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    /// <summary>
    /// Displays the player's current progress compared to the save files.
    /// </summary>
    public void ShowCurrentProgress()
    {
        saveButton.currentChapter.text = "Ch. " + currentChapter.value;
        AreaValue value = areaInfo.GetArea(playerArea.value, 0);

        saveButton.currentArea.text = value.locationName;
        saveButton.level.text       = "Level " + playerLevel.value;
        saveButton.playTime.text    = "Time: " + Constants.PlayTimeFromInt(playTime.value, false);
        for (int i = 0; i < Constants.GEAR_EQUIP_SPACE; i++)
        {
            saveButton.equipments[i].sprite = (equipItems.values[i] != null) ? equipItems.values[i].icon : emptyEquipSlot;
        }
        for (int i = 0; i < Constants.MODULE_EQUIP_SPACE; i++)
        {
            saveButton.modules[i].sprite = (modules.values[i] != null) ? modules.values[i].icon : emptyEquipSlot;
        }
    }
    /// <summary>
    /// Waits for the screen to fade out before returning to the game.
    /// </summary>
    /// <returns></returns>
    IEnumerator WaitForFadeOut(bool isFade)
    {
        if (isFade)
        {
            fadeOutEvent.Invoke();
            yield return(new WaitForSeconds(fadeOutTime.value));
        }

        fading = false;

        AreaValue value = areaInfo.GetArea(currentScene.value, currentRoom.value);

        Debug.Log("Changed to area:  " + value.locationName);
        SceneManager.LoadScene(value.sceneID);

        yield break;
    }
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    /// <summary>
    /// Updates the name of the current location.
    /// </summary>
    void SetCurrentLocation()
    {
        locationText.text    = "";
        minimapImage.enabled = false;
#if !DEMO_PROLOGUE
        if (currentArea.value == (int)Constants.SCENE_INDEXES.DIALOGUE)
        {
            DialogueUUIDText.text = dialogueUUID.value;
        }
#endif
        if (currentArea.value != (int)Constants.SCENE_INDEXES.DIALOGUE)
        {
            locationText.text = ((Constants.SCENE_INDEXES)currentArea.value).ToString();
            AreaValue values = areaInfo.GetArea(currentArea.value, currentRoom.value);
            locationText.text = values.locationName;

            minimapImage.sprite  = values.minimap;
            minimapImage.enabled = true;
        }
    }
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 internal override void SetXML(XmlElement xml, BaseClassIfc host, HashSet <int> processed)
 {
     base.SetXML(xml, host, processed);
     xml.SetAttribute("AreaValue", AreaValue.ToString());
     setAttribute(xml, "Formula", Formula);
 }