private void BattleOver(BattleResult result) { _state = BattleState.BattleOver; _isMonsterDown = false; _playerParty.Monsters.ForEach(p => p.CleanUpMonster()); OnBattleOver?.Invoke(result, _isCharBattle); }
private void TestBattleOver() { if (state == State.Active) { if (AreWavesOver()) { // Battle is over! state = State.BattleOver; Debug.Log("Battle Over!"); OnBattleOver?.Invoke(this, EventArgs.Empty); } } }
public bool TestBattleOver() { if (state == State.Active && AreWavesOver()) { // Battle is over! state = State.BattleOver; Debug.Log("Battle Over!"); OnBattleOver?.Invoke(this, EventArgs.Empty); return(true); } if (state == State.BattleOver) { return(true); } return(false); }