IEnumerator MonsterSpawn() { // do spawn animation here yield return(new WaitForEndOfFrame()); state = TapBattleState.Battle; }
void KillMonster() { state = TapBattleState.Transition; if (currentMonster.monster.TapType == TapMonsterType.Timed && monsterTimer > 0f) { PlayerManager.Instance.SelectedBattle.ChestsEarned++; } StartCoroutine(MonsterDeath()); }
void StartMonsterRun() { state = TapBattleState.Transition; StartCoroutine(MonsterRun()); }