private void RefreshCombat() { noteQueue.Clear(); queueHeadIdx = 0; songProgress = -1; noteTrackPeriod = -1; combatState = EnumCombatState.Nothing; }
public IEnumerator BeginCombat(string enemy) { combatState = EnumCombatState.Ongoing; yield return(StartCoroutine(CombatDecoder.Instance.DecodeFile("Assets/Resources/CombatTiming/" + enemy + ".txt"))); Debug.Log("Read successful"); // ~~~ Bar of lead in // ~~~ Begin combat proper yield return(StartCoroutine(CombatLoop())); CombatOverCall?.Invoke(); }
public void Victory() { combatState = EnumCombatState.Victory; if (VictoryChecker.EnemiesLeft > 0) { ScreenChanger.UnloadFight(); GameManager.GameState = GameManager.eGameState.OverWorld; } else { GameManager.GameWin(); } }
public void Defeat() { combatState = EnumCombatState.Defeat; GameManager.GameOver(); }