} //end ResolveFight(GameObject player) public string ResolveAlly(GameObject player, string p_GUIresult) { //Create ally GameObject m_ally = Instantiate(PrefabReference.prefabCharacter, m_player.transform.position, new Quaternion()) as GameObject; // Remove the sprite renderer component. This makes the ally not shown on the map. Destroy(m_ally.GetComponent <SpriteRenderer>()); //Generate script Character m_allyScript = m_ally.GetComponent <Character>(); //Set max weight m_allyScript.MaxWeight = m_die.Roll(1, 20) * 6; //Player accepts ally if (p_GUIresult == "YES") { //Add to ally list Ally m_playerAllyScript = m_player.GetComponent <Ally>(); m_playerAllyScript.AddAlly(m_ally); //Return accepted m_GUIResult = "Ally was added."; return("Ally Was Added."); } //Player declines ally else if (p_GUIresult == "NO") { //Destroy newAlly Destroy(m_ally); //Return decline m_GUIResult = "Ally was declined."; return("No ally was added."); } //end else if //Otherwise wait for answer return("No choice was made."); } //end ResolveAlly(GameObject player, string p_GUIresult)