public void nextState() { var nextStates = currentState.getNextStates(); currentState = nextStates[0]; textComponent.text = currentState.getStateStory(); updateAll(); }
private void manageState() { var nextState = state.getNextStates(); for (int permit = 0; permit < nextState.Length; permit++) { if (Input.GetKeyDown(KeyCode.Alpha1 + permit)) { state = nextState[permit]; } textComponent.text = state.getStateStory(); } }
private void ManageState() { //could have used state[] here, but var works because we have context from getNextStates var nextStates = theState.getNextStates(); for (int i = 0; i < nextStates.Length; i++) { if (Input.GetKeyDown(KeyCode.Alpha1 + i)) { theState = nextStates[i]; } } /*if (Input.GetKeyDown(KeyCode.Alpha1)) * { * theState = nextStates[0]; * } else if (Input.GetKeyDown(KeyCode.Alpha2)) * { * theState = nextStates[1]; * }*/ //move this display story to common code. all paths must display story textComponent.text = theState.getStoryText(); }