public void GenerateAndDrawBossScenario(EnemySpawnGroupData bossSpawnGroup) { gameObject.SetActive(true); GameBoard board = boardController.GenerateBoard(true); CurrentScenarioState = ScenarioStateGenerator.GenerateNewScenarioState(board, bossSpawnGroup, true); GenerateNextTurnStack(CurrentScenarioState); GameStateDelegates.OnNewScenario?.Invoke(CurrentScenarioState); GameStateDelegates.OnCurrentScenarioStateChange(CurrentScenarioState, upcomingScenarioStates); }
public void GenerateAndDrawScenario(EnemySpawnGroupData enemySpawnGroup) { exitArrow.SetActive(false); gameObject.SetActive(true); GameBoard board = boardController.GenerateBoard(); CurrentScenarioState = ScenarioStateGenerator.GenerateNewScenarioState(board, enemySpawnGroup); GenerateNextTurnStack(CurrentScenarioState); if (board.Exit != null) { PlaceExitArrow(exitArrow, boardController.currentBoard.Exit.Position, boardController.currentBoard.Width); } GameStateDelegates.OnNewScenario?.Invoke(CurrentScenarioState); GameStateDelegates.OnCurrentScenarioStateChange(CurrentScenarioState, upcomingScenarioStates); }