// Spawns the party into battle. private void SpawnParty() { PlayerInventory playerInventory = GameManager.Instance.PlayerReference.GetComponent <PlayerInventory>(); listOfAllParty = new List <BattleStats>(); int currLocationIndex = 0; for (int currIndex = 0; currIndex < playerInventory.GetPartyInvetorySize(); ++currIndex) { BattleStats partyMember = Instantiate(characterPrefab, partySpawnLocations[currLocationIndex].position, Quaternion.identity).GetComponent <BattleStats>(); partyMember.battleData = playerInventory.GetInventoryCharacterAtIndex(currIndex).SpecifiedCharacter; partyMember.InitalizeEntity(playerInventory.GetInventoryCharacterAtIndex(currIndex)); listOfAllParty.Add(partyMember); currLocationIndex++; } }
// Spawns in enemies from the event private void SpawnEnemies() { listOfAllEnemies = new List <BattleStats>(); int currSpawnIndex = 0; foreach (EnemyData currentData in currentBattleEvent.listOfEnemiesInFight) { BattleStats newEnemy = Instantiate(characterPrefab, enemySpawnLocations[currSpawnIndex].position, Quaternion.identity).GetComponent <BattleStats>(); newEnemy.battleData = currentData; newEnemy.InitalizeEntity(currentData.maxHealthPoints, currentData.maxSkillPoints); // We level up the enemy in here based on their current level for (int iterator = currentData.currentLevel; iterator > 0; iterator--) { newEnemy.LevelUpStats(); } listOfAllEnemies.Add(newEnemy); currSpawnIndex++; } }