void EndGamePhaseBehavior() { switch (gamePhase) { case GamePhases.PlayerInteraction: gridManager.ClearGrid(); break; } currentPhase.EndPhase(); }
void EndGamePhaseBehavior() { switch (gamePhase) { case GamePhases.PlayerInteraction: gridManager.ClearGrid(true); tutorialManager.ClearActiveTutorials(); break; } currentPhase.EndPhase(); }
void EndGamePhaseBehavior() { Debug.Log("Ending phase " + gamePhase.ToString()); switch (gamePhase) { case GamePhases.PlayerInteraction: gridManager.ClearGrid(true); tutorialManager.ClearActiveTutorials(); break; } currentPhase.EndPhase(); }
public void TriggerPhaseTransition(GamePhases inputPhase) { if (_currentPhaseBehavior) { _currentPhaseBehavior.EndPhase(); } foreach (GamePhaseBehavior gpb in gamePhaseBehaviors) { if (gpb.phase == inputPhase) { gpb.StartPhase(); _currentPhaseBehavior = gpb; if (sharedUIReference) { sharedUIReference.SetSharedUIDisplay(_currentPhaseBehavior.sharedUI); } } } }