private void Start() { dialogueWindow.SetActive(false); bm.button1.SetActive(false); bm.button2.SetActive(false); bm.button3.SetActive(false); bm.buttonNext.SetActive(false); bm.buttonQuit.SetActive(true); bgm.BackgroundChange("MainMenu"); stage = 0; }
/// <summary> /// Called on player victory to decide what comes next /// </summary> void PlayerVictory() { //Debug.Log("Winner"); // increase number of battles until level up BattleCounter.GetInstance().IncreaseCurrentBattleCount(); // if no more battles if (BattleCounter.GetInstance().GetRemainingBattles() <= 0) { //Debug.Log("Increasing Difficulty"); // increase difficulty DifficultyLevel.GetInstance().IncreaseDifficulty(); // increase number of battles to difficulty level BattleCounter.GetInstance().SetBattlesNeeded(DifficultyLevel.GetInstance().GetDifficultyMultiplier()); // start back from 0 battles BattleCounter.GetInstance().ResetCurrentBattleCount(); // set a checkpoint for enemy stat creation EnemyStats.GetInstance().SetCheckpoint(); // go to town, no more battles to be fought this round LoadStatSelect(); _backgroundManager.BackgroundChange(); } else { //Debug.Log("On to the next battle!"); // check to see if player wants to use a camp kit (only if they have one!) if (this.player.inventory.CampKits > 0) { // check if player wants to camp out before next battle // load camp kit check scene? } // No more resetting stats on retreat. So this is to save the stats after each battle. EnemyStats.GetInstance().SetCheckpoint(); LoadNextBattle(); } }