private void ProcessState() { switch (currentState) { case GameRoundState.STARTING: timeRemaining = waitTime; currentState = GameRoundState.WAITING; break; case GameRoundState.WAITING: timeRemaining = roundLength; currentRound++; OnRoundChange?.Invoke(currentRound); currentState = GameRoundState.RUNNING; OnRoundStart?.Invoke(currentRound); break; case GameRoundState.RUNNING: timeRemaining = waitTime; currentState = GameRoundState.WAITING; OnRoundFinished?.Invoke(currentRound); break; } }
public void Register_RoundChange_Event(OnRoundChange ev) { _roundChangeEvent += ev; }