IEnumerator EndBattle() { if (state == DimragStateOne.WON) { int expYield = enemyUnitOne.experience + enemyUnitTwo.experience + enemyUnitThree.experience; int ptYield = enemyUnitOne.pt + enemyUnitTwo.pt + enemyUnitThree.pt; dialogueText.text = "The enemy dropped " + ptYield + " PT!"; playerUnit.pt += ptYield; yield return(new WaitForSeconds(2f)); dialogueText.text = "You gained " + expYield + " experience!"; yield return(new WaitForSeconds(2f)); Debug.Log(playerLevel.currentExperience); bool didLevelUp = playerLevel.GrantExperience(expYield); Debug.Log(playerLevel.currentExperience); if (didLevelUp) { dialogueText.text = "You leveled up!"; playerUnit.unitLevel = playerLevel.Level; //passes in the information about player and enemy unit to set their hud displays playerHUD.SetPlayerHUD(playerUnit); } //Attack: 0 //Defense: 1 //Skill: 2 //Technique: 3 //Mobility: 4 Debug.Log("Current Attack stat: " + playerLevel.stats[0]); Debug.Log("Current Defense stat: " + playerLevel.stats[1]); Debug.Log("Current Skill stat: " + playerLevel.stats[2]); Debug.Log("Current Technique stat: " + playerLevel.stats[3]); Debug.Log("Current Mobility stat: " + playerLevel.stats[4]); yield return(new WaitForSeconds(2f)); dialogueText.text = "You won the battle!"; // PrefabUtility.RecordPrefabInstancePropertyModifications(playerPrefab); } else if (state == DimragStateOne.LOST) { dialogueText.text = "You were defeated."; } yield return(new WaitForSeconds(2f)); SavePlayerData(); SceneManager.LoadScene("Overworld"); }