void CheckHealth() { if (enemy.health <= 0 || player.health <= 0) { Debug.Log("End Game Early"); GM.playerHealth = player.health; //if player wins disable the ui and turn the collection ui on if (GM.playerHealth == 0) { SceneFlow.RunScene(SceneList.MainScene); } else { StopAllCoroutines(); battleUI.SetActive(false); cardPickerUI.SetActive(true); } } }
public void LoadMenu() { Time.timeScale = 1f; SceneFlow.RunScene(SceneList.MainMenu); }
public void StartBattle() { SavePlayerPosition(); SceneFlow.RunScene(SceneList.Battle); }
public void AddCard(GameCard card) { //Debug.Log(card.relatedCard.nameOfCard); battleManager.player.currentDeck.unactiveDeck.Add(card.relatedCard); SceneFlow.RunScene(SceneList.MainScene); }
public void OpenShop() { SceneFlow.RunScene(SceneList.Shop); }
public void CallCredits() { SceneFlow.RunScene(SceneList.Credits); }
public void PlayGame() { SceneFlow.RunScene(SceneList.MainScene); }
//Rename Credits public void ReturnToMainMenu() { SceneFlow.RunScene(SceneList.MainMenu); }
public void ExitShop() { //exit the shop maybe Debug.Log("Quit Shop"); SceneFlow.RunScene(SceneList.MainScene); }