void Update() { switch (currentGeneralState) { case generalBattleState.STARTING: loseWinText.SetActive(false); FillBattleOrder(); bInput.ChangeButtonsText(1); exit.SetActive(false); currentGeneralState = generalBattleState.NONE; break; case generalBattleState.NONE: switch (currentBattleState) { case BattleStates.PLAYERTURN: break; case BattleStates.SELECTATTACKOBJECTIVE: attack = true; break; case BattleStates.ATTACKING: ManageAttacking(); break; case BattleStates.SELECTABILITYTYPE: break; case BattleStates.SELECTABILITY: break; case BattleStates.SELECTABILITYOBJECTIVE: break; case BattleStates.ABILITYINPROCESS: doAbilityP(); break; case BattleStates.DEFEND: ManageDefend(); break; case BattleStates.ENEMYTURN: if (currentEnemy.Run()) { currentEnemy.transform.eulerAngles = new Vector3(0.0f, 180.0f, 0.0f); EndTurn(false); } break; case BattleStates.WAITING: break; } break; } }
void OnEnable() { useOfAbilities = gameObject.GetComponent <UseOfAbilities>(); currentGeneralState = generalBattleState.STARTING; calculator = new BattleCalculator(); //marker = GameObject.Find("Marker"); attackFinished = 0; startAttack = false; }