Ejemplo n.º 1
0
    private void StateChanged(UnityBattleController.States oldState, UnityBattleController.States newState)
    {
        switch (newState)
        {
        case UnityBattleController.States.InitBattle:
            InitEnemies();
            InitParty();
            _partyParent.gameObject.SetActive(true);
            _enemyParent.gameObject.SetActive(true);
            break;

        case UnityBattleController.States.MainMenu:
            if (oldState != UnityBattleController.States.InitBattle)
            {
                InitEnemies();
            }
            ShowMainMenu();
            break;

        case UnityBattleController.States.SelectAction:
            ShowActionTypeMenu();
            break;

        case UnityBattleController.States.SelectTargets:
            HideAllMenus();
            break;

        case UnityBattleController.States.EndBattle:
            HideAllMenus();
            _partyParent.gameObject.SetActive(false);
            _enemyParent.gameObject.SetActive(false);
            break;
        }
    }
Ejemplo n.º 2
0
 private void StateChanged(UnityBattleController.States oldState, UnityBattleController.States newState)
 {
     if (newState != UnityBattleController.States.InitBattle)
     {
         return;
     }
     //This will later handle things like scene transitions and initial camera movement
     UnityBattleController.Instance.SetState(UnityBattleController.States.MainMenu);
 }
Ejemplo n.º 3
0
    private void StateChanged(UnityBattleController.States oldState, UnityBattleController.States newState)
    {
        if (newState != UnityBattleController.States.EndBattle)
        {
            return;
        }

        gameObject.SetActive(true);
    }