Пример #1
0
    private void Start()
    {
        dialogueWindow.SetActive(false);
        bm.button1.SetActive(false);
        bm.button2.SetActive(false);
        bm.button3.SetActive(false);
        bm.buttonNext.SetActive(false);
        bm.buttonQuit.SetActive(true);

        bgm.BackgroundChange("MainMenu");
        stage = 0;
    }
Пример #2
0
 /// <summary>
 /// Called on player victory to decide what comes next
 /// </summary>
 void PlayerVictory()
 {
     //Debug.Log("Winner");
     // increase number of battles until level up
     BattleCounter.GetInstance().IncreaseCurrentBattleCount();
     // if no more battles
     if (BattleCounter.GetInstance().GetRemainingBattles() <= 0)
     {
         //Debug.Log("Increasing Difficulty");
         // increase difficulty
         DifficultyLevel.GetInstance().IncreaseDifficulty();
         // increase number of battles to difficulty level
         BattleCounter.GetInstance().SetBattlesNeeded(DifficultyLevel.GetInstance().GetDifficultyMultiplier());
         // start back from 0 battles
         BattleCounter.GetInstance().ResetCurrentBattleCount();
         // set a checkpoint for enemy stat creation
         EnemyStats.GetInstance().SetCheckpoint();
         // go to town, no more battles to be fought this round
         LoadStatSelect();
         _backgroundManager.BackgroundChange();
     }
     else
     {
         //Debug.Log("On to the next battle!");
         // check to see if player wants to use a camp kit (only if they have one!)
         if (this.player.inventory.CampKits > 0)
         {
             // check if player wants to camp out before next battle
             // load camp kit check scene?
         }
         // No more resetting stats on retreat.  So this is to save the stats after each battle.
         EnemyStats.GetInstance().SetCheckpoint();
         LoadNextBattle();
     }
 }