/* Handles the selection of the option selected from the action based on the current selectIndex. */ void handleSelection() { switch (selectIndex) { /* If "Move" is chosen, then... */ case 0: cursorSel.SetMoveModeState(true); moveChoosen = true; cursorMove.SetPrevRow(cursorMove.GetCurrentRow()); cursorMove.SetPrevCol(cursorMove.GetCurrentCol()); gameController.SetPreviousMenu("action"); showCharActionMenu = false; break; /* If "Attack" is chosen, then... */ case 1: PlayerAttack playerAttack = GameObject.Find(cursorSel.GetSelectedPlayerCharName()).GetComponent<PlayerAttack>(); gameController.SetAttackModeState(true); gameController.SetDisplayAttackRangeState(true); playerAttack.SetCalculateAttackRange(true); gameController.SetPreviousMenu("action"); showCharActionMenu = false; break; /* If "Items" is chosen, then... */ case 2: Debug.Log(selectIndex + " - " + actionMenuOptions[selectIndex] + " was choosen"); break; /* If "Wait" is chosen, then... */ case 3: //Debug.Log(selectIndex + " - " + actionMenuOptions[selectIndex] + " was choosen"); showCharActionMenu = false; waitChoosen = true; charState = GameObject.Find(cursorSel.GetSelectedPlayerCharName()).GetComponent<CharacterState>(); charState.SetIsWaiting(true); break; } }