public void CheckRemainingEnemies() { int rem = 0; for(int i = 0; i < enemies.Count; ++i) { if (enemies[i].activeSelf) rem += 1; } if (rem == 0) { //all enemies inactive, could be set flag Debug.Log(rem + " enemies remain."); GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>().cullingMask = -1; // turn off combat scene mask //better exp calc / level up etc -------------------------------------------- for (int i = 0; i < enemies.Count; ++i) { //Debug.Log("Added XP " + enemies[i].gameObject.GetComponent<clsEnemyStandard>().enemyName); clsPlayerInfo.PI_experience += DictEnemies_Exp.dict[enemies[i].gameObject.GetComponent<clsEnemyStandard>().enemyName]; } DungeonManager.ClearEncounterByCurrent(); UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(UnityEngine.SceneManagement.SceneManager.GetSceneByName("BattleScene")); } }