/// <summary> /// Called when the player escapes the battle. /// </summary> public void EscapeBattleButton() { paused.value = true; buttonClickedEvent.Invoke(); escapeText.gameObject.SetActive(true); ScoreScreenValues values = GetComponent <ScoreScreenValues>(); values.wonBattleState.value = "escape"; values.time.value = currentTime; values.noEnemies.value = enemyController.numberOfEnemies; StartCoroutine(GoToScoreScreen(battleEndDelay.value)); }
public IEnumerator LostBattle(float time) { winText.text = "YOU DIED"; ScoreScreenValues values = GetComponent <ScoreScreenValues>(); values.wonBattleState.value = "lose"; values.time.value = currentTime; yield return(new WaitForSeconds(time)); currentArea.value = (int)Constants.SCENE_INDEXES.SCORE; SceneManager.LoadScene(currentArea.value); yield return(0); }
/// <summary> /// Called when it's game over. /// </summary> public void GameOverTrigger() { paused.value = true; winText.text = "YOU DIED"; currentMusic.value = null; playMusicEvent.Invoke(); currentSfx.value.Enqueue(diedClip.clip); playSfxEvent.Invoke(); ScoreScreenValues values = GetComponent <ScoreScreenValues>(); values.wonBattleState.value = "lose"; values.time.value = currentTime; StartCoroutine(GoToScoreScreen(battleEndDelay.value)); }
/// <summary> /// Called when the battle is won. /// </summary> public void WonBattle() { paused.value = true; winText.text = "YOU WIN"; ScoreScreenValues values = GetComponent <ScoreScreenValues>(); values.wonBattleState.value = "win"; values.time.value = currentTime; values.noEnemies.value = enemyController.numberOfEnemies; // values.enemiesDefeated = enemyController.GetEnemiesDefeated(); values.exp.value = enemyController.GetTotalExp(); values.money.value = enemyController.GetTotalMoney(); // values.treasures = enemyController.GetTreasures(); StartCoroutine(GoToScoreScreen(battleEndDelay.value)); }
public IEnumerator EscapedBattle(float time) { ScoreScreenValues values = GetComponent <ScoreScreenValues>(); values.wonBattleState.value = "escape"; values.time.value = currentTime; values.noEnemies.value = enemyController.numberOfEnemies; Debug.Log("Escaped battle"); winText.text = "ESCAPED!"; yield return(new WaitForSeconds(time)); currentArea.value = (int)Constants.SCENE_INDEXES.SCORE; SceneManager.LoadScene(currentArea.value); yield return(0); }
public IEnumerator WonBattle(float time) { ScoreScreenValues values = GetComponent <ScoreScreenValues>(); values.wonBattleState.value = "win"; values.time.value = currentTime; values.noEnemies.value = enemyController.numberOfEnemies; // values.enemiesDefeated = enemyController.GetEnemiesDefeated(); values.exp.value = enemyController.GetTotalExp(); values.money.value = enemyController.GetTotalMoney(); // values.treasures = enemyController.GetTreasures(); if (be.playerArea == Constants.OverworldArea.TOWER) { saveGameEvent.Invoke(); } Debug.Log("Won"); yield return(new WaitForSeconds(time)); currentArea.value = (int)Constants.SCENE_INDEXES.SCORE; SceneManager.LoadScene(currentArea.value); }