internal void LoadOnce(NaviState naviState) { naviState.SkillsRefresh(); naviState.TargetRefresh(); runOnce = true; }
internal void Complete(NaviState naviState, GameTime gameTime) { Ability temp = (Ability)naviState.currentAction; if (naviState.actor.mana < temp.cost) { naviState.SkillsRefresh(); naviState.currentAction = new SkillsMenuSwitcher(); naviState.currentState = 4; } else { naviState.TargetRefresh(); naviState.currentState = 6; } naviState.state[1] = false; naviState.previousState[1] = false; runOnce = false; }