public override string endEncounter() { var messages = ""; if (playerList.Count > 0) { if (deadPlayers.Count == 0) { messages = "The quest was successful and there were no casualties"; } else { var message = "The quest was successful but there were losses. "; foreach (Game.Agents.Agent player in deadPlayers) { message += player.GetName() + " "; } message += "perished. However, "; foreach (Game.Agents.Agent player in playerList) { message += player.GetName() + " "; } message += "managed to make it out alive after finishing off the monsters."; messages = message; } } else { messages = "The quest has failed and all party members perished"; } int exp = 0; foreach (Game.Agents.Agent monster in deadMonsters) { exp += monster.GetExp(); } foreach (Game.Agents.Agent player in playerList) { PlayerUpdater.UpdateCharacter(exp, player.GetName()); } foreach (Game.Agents.Agent player in deadPlayers) { PlayerUpdater.UpdateCharacter(exp / 2, player.GetName()); } return(messages); }
public void Start() { Enemies = new List <EnemyAI>(GetComponentsInChildren <EnemyAI>()); playerUpdater = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerUpdater>(); myArcAngles = new ArcAngles(); myActionManager = new ActionManager(); myActionManager.MaxAttackActions = MaxAttackActions; myActionManager.MaxNormalAttacks = MaxNormalAttacks; myActionManager.MaxSpecial1Attacks = MaxSpecial1Attacks; myActionManager.MaxProjectileAttacks = MaxProjectileAttacks; foreach (GameObject door in Exits) { door.SetActive(false); } }
private void Awake() { instance = this; }