private void BattleStateChanged(BattleController.eBattleState state)
    {
        switch (state)
        {
        case BattleController.eBattleState.INITIALISATION:
            InstantiateUiElements();
            break;

        case BattleController.eBattleState.UNIT_PLACEMENT:
            SubsribeListenersToCells();
            SubscribeListenersToUnits();
            startBattleButton.interactable = true;
            break;

        case BattleController.eBattleState.PLAYER_TURN:
            endTurnButton.gameObject.SetActive(true);
            break;

        case BattleController.eBattleState.AI_TURN:
            endTurnButton.gameObject.SetActive(false);
            break;

        case BattleController.eBattleState.VICTORY:
            ShowEndBattleGUI(true);
            break;

        case BattleController.eBattleState.DEFEAT:
            ShowEndBattleGUI(false);
            break;
        }
    }
Example #2
0
    private void BattleStateChanged(BattleController.eBattleState state)
    {
        switch (state)
        {
        case BattleController.eBattleState.INITIALISATION:
            inputState = eInputState.DISABLED;
            highlighter.InitHighlighter();
            mouseHoverEvent = false;
            currentUnit     = null;
            break;

        case BattleController.eBattleState.UNIT_PLACEMENT:
            inputState     = eInputState.UNIT_PLACEMENT;
            playerStartPos = BattleController.instance.playerStartPos;
            enemyStartPos  = BattleController.instance.enemyStartPos;
            highlighter.HighlightPlayerStart(playerStartPos);
            highlighter.HighlightEnemyStart(enemyStartPos);
            currentUnit = null;
            break;

        case BattleController.eBattleState.PLAYER_TURN:
            inputState = eInputState.PLAYER_DEFAULT;
            UpdateUnitState();
            break;

        case BattleController.eBattleState.AI_TURN:
            inputState = eInputState.NPC_DEFAULT;
            highlighter.ClearAll();
            UpdateUnitState();
            break;

        case BattleController.eBattleState.VICTORY:
            inputState  = eInputState.DISABLED;
            currentUnit = null;
            break;

        case BattleController.eBattleState.DEFEAT:
            inputState  = eInputState.DISABLED;
            currentUnit = null;
            break;
        }
    }