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67
code-csharp/en_US/BattleScript_RudinnTrio.cs
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67
code-csharp/en_US/BattleScript_RudinnTrio.cs
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using System.Collections.Generic;
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using UnityEngine;
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public class BattleScript_RudinnTrio : BattleEventListener
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{
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public CHATBOXTEXT[] Dialogue_RandomRudinnText;
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[Space(5f)]
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public CHATBOXTEXT Dialogue_IntroFlavorText;
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[Space(5f)]
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public CHATBOXTEXT[] Dialogue_RandomFlavorText;
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public List<BattleActiveEnemy> CurrentAliveEnemies = new List<BattleActiveEnemy>();
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public GameObject DialogueBubble_Default;
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[Space(5f)]
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public BattleEnemyAttack Attack_DiamondDrop;
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private bool HasPlayedIntroFlavorText;
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protected override void OnBattleStart(Battle battle)
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{
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Debug.Log($"Battle Begun: {battle}");
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}
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protected override void OnPlayerTurnHandler(int turnCount)
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{
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base.OnPlayerTurnHandler(turnCount);
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}
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protected override void OnEnemyTurnHandler(int turnCount)
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{
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base.OnEnemyTurnHandler(turnCount);
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}
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protected override void OnBattleStateChange(BattleSystem.BattleState newState, BattleSystem.BattleState oldState)
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{
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Debug.Log($"New Battle State: {newState} | Previous Battle State {oldState}");
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CurrentAliveEnemies = battleSystem.BattleActiveEnemies;
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if (newState == BattleSystem.BattleState.PlayerTurn && HasPlayedIntroFlavorText)
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{
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int num = Random.Range(0, Dialogue_RandomFlavorText.Length);
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BattleChatbox.Instance.RunText(Dialogue_RandomFlavorText[num], 0, null, ResetCurrentTextIndex: true);
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}
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if (newState == BattleSystem.BattleState.PlayerTurn && oldState == BattleSystem.BattleState.Intro)
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{
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HasPlayedIntroFlavorText = true;
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BattleChatbox.Instance.RunText(Dialogue_IntroFlavorText, 0, null, ResetCurrentTextIndex: true);
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}
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if (newState == BattleSystem.BattleState.Dialogue)
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{
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foreach (BattleActiveEnemy currentAliveEnemy in CurrentAliveEnemies)
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{
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int num2 = Random.Range(0, Dialogue_RandomRudinnText.Length);
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currentAliveEnemy.QueuedDialogue.Add(Dialogue_RandomRudinnText[num2]);
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currentAliveEnemy.SpecificTextIndexes.Add(0);
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currentAliveEnemy.QueuedDialogueBubble.Add(DialogueBubble_Default);
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}
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}
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if (newState == BattleSystem.BattleState.EnemyTurn)
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{
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battleSystem.QueuedBattleAttacks.Add(Attack_DiamondDrop);
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}
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}
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}
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