public void StartBattle(string battleToStart, bool retreat, bool mustUsehero, int deployNumber,bool firstTurn,int AIagressiveness) { rewardClaimed = false; battleChecked = false; //ScrollTransition = (GameObject)Instantiate(Resources.Load("ScrollTransitionCanvas")); persistentBattleObject = (GameObject)Instantiate(Resources.Load("Battles/PersistentBattleSettings")); persistentBattleSettings = persistentBattleObject.GetComponent<PersistentBattleSettings>(); persistentBattleSettings.path_to_battle_file = battleToStart; persistentBattleSettings.number_of_deployable_units = deployNumber + TroopManager.playerTroops.getLeadership(); persistentBattleSettings.must_include_main_hero = mustUsehero; persistentBattleSettings.can_retreat = retreat; persistentBattleSettings.player_goes_first = firstTurn; persistentBattleSettings.enemy_agressiveness = AIagressiveness; StartCoroutine(Scroll()); paused = true; }
void Awake() { // If there's already a battle_settings, delete it. There should only be one battle settings if (PersistentBattleSettings.battle_settings != null) { Debug.Log("PersistentBattleSettings already exist. Destroy this script"); this.gameObject.SetActive(false); //DestroyImmediate(this.gameObject); return; } else { battle_settings = this; DontDestroyOnLoad(this.gameObject); } }