public void init() { //Initiate at the start of combat _s.resetBlock(); _s.resetDodge(); bombCD = bombCDReset; bombBtImage.fillAmount = 1 - bombCD; _c.enabled = true; gameObject.SetActive(true); bombBtAnim.gameObject.SetActive(false); monster.init(medusaStrength, stunStrengthMultiplier); //Process your stats vs monster stats playerProcessedStats = processStats(_s.getCurrentStatProfile(), monster.getCurrentStatProfile()); monsterProcessedStats = processStats(monster.getCurrentStatProfile(), _s.getCurrentStatProfile()); /* * string DebugString =""; * for (int i = 0; i < playerProcessedStats.Length; i++) * { * DebugString+= playerProcessedStats[i]+","; * } * DebugString+= "||"; * for (int i = 0; i < monsterProcessedStats.Length; i++) * { * DebugString+= monsterProcessedStats[i]+","; * } * Debug.Log(DebugString); */ metronome.init(); playerImage.sprite = Resources.Load <Sprite>("CharacterSprites/" + InterScene.jsonData.explorers[InterScene.party[0]].name); for (int i = 0; i < nodes.Length; i++) { nodes[i].init(this, monster, playerProcessedStats[i], chancesForNodesToBeFilled); } StartCoroutine(startCombat()); }