IEnumerator <float> _PlayAnim(BattlerActionAnim anim) { if (anim != BattlerActionAnim.None) { _processing = true; yield return(Timing.WaitUntilDone(animsPlayer.StartCutscene((int)anim))); _processing = false; } for (int i = 0; i < overseer.allBattlers.Length; i++) { if (overseer.allBattlers[i] != null) { overseer.allBattlers[i].puppet.Respond(); } } }
public void Win() { cutscenePlayer.StartCutscene(overworldCutscenePlayerEndingIndex); shell.Close(); }