// Use this for initialization void Start() { _MainGameState = GameStateObject.GetComponent<MainGameState> (); _InternalPhase = GameFlowPhase.EndPhase; }
void SetPhaseTimer(GameFlowPhase phase) { switch (phase) { case GameFlowPhase.RoundRest: _CurrentPhaseTimerCountDown = CurrentPhaseMaxTime = RoundRestTimer; break; case GameFlowPhase.MinorRest: _CurrentPhaseTimerCountDown = CurrentPhaseMaxTime = MinorRestTimer; break; case GameFlowPhase.ActionPhase: _CurrentPhaseTimerCountDown = CurrentPhaseMaxTime = ActionPhaseTimer; break; case GameFlowPhase.BusinessPhase: _CurrentPhaseTimerCountDown = CurrentPhaseMaxTime = BusinessPhaseTimer; break; case GameFlowPhase.ShopPhase: _CurrentPhaseTimerCountDown = CurrentPhaseMaxTime = ShopPhaseTimer; break; case GameFlowPhase.RecruitPhase: _CurrentPhaseTimerCountDown = CurrentPhaseMaxTime = RecruitPhaseTimer; break; case GameFlowPhase.EndPhase: _CurrentPhaseTimerCountDown = 0.0f; break; } _InternalPhase = phase; }