/// <summary> /// Updates the manager bar value based on the option the player chose /// </summary> /// <param name="combatChoice">The enum representing the combat choice the player decided upon</param> public void HandlePlayerCombatChoice(CombatChoice combatChoice) { // In the case of just testing this one scene in isolation if (ma.CurrentMonster == null || ma.CurrentMonster.CombatChoices == null || !ma.CurrentMonster.CombatChoices.ContainsKey(combatChoice)) { IncrementValue(-10); return; } foreach (KeyValuePair <CombatChoice, CombatChoiceStatus> option in ma.CurrentMonster.CombatChoices) { if (option.Key == combatChoice) { IncrementValue(-1 * option.Value.Power); } option.Value.UpdatePower(); } }
private void Awake() { instance = this; }