//TODO Should be in DungeonController.cs /// <summary> /// Challenge packet to their CurrentRoom. /// Returns : TRUE if party is still ALIVE /// </summary> /// <param name="packet_key"></param> /// <returns>Returns TRUE if the party is ALIVE</returns> public bool ChallengePacketInCurrentRoom(string packet_key) { GameObject party_object = m_questingParties[packet_key]; PartyController party = party_object.GetComponent <PartyController>(); if (party != null) { RoomModel party_current_room = mDungeonModel.GetRoom(party.GetCurrentRoomIndex()); if (party_current_room != null) { bool challenge_successful = party_current_room.challengeParty(party.GetAdventurers()); if (challenge_successful) { //party_packet.AwardPacket(party_current_room); } else { ResolveChallengeFailure(party, party_current_room); } } else { Debug.LogError("DungeonModel::ChallengePacketInCurrentRoom -- room not in list from packet: " + party.GetAdventureTitle()); } // TODO aherrera, wspier : like, should this logic be in the Model?? Should it be in charge to figure it out? if (party.isPartyDead()) { party.SetState(PartyState.PARTY_FAILED); NewsFeedController.instance.CreateNewAlert("Party just died! lol"); } return(!party.isPartyDead()); } else { Debug.LogError("DungeonModel::ChallengePacketInCurrentRoom -- packet not found in list with string: " + packet_key); } // Hey! Pls don't come here okay thanks return(false); }