/// <summary> /// Alter the game's state, such as to pause game or show BP window /// </summary> /// <param name="state"></param> public void SetState(string newState) { switch (newState) { case "NORMAL": state = STATE.NORMAL; eParty.ResetState(); pParty.ResetState(); break; case "ANIMATING": state = STATE.ANIMATING; break; case "SPECIAL_ANIMATING": state = STATE.SPECIAL_ANIMATING; break; case "COMMANDING": state = STATE.COMMANDING; break; case "SPECIAL_SELECTION": state = STATE.SPECIAL_SELECTION; break; case "SELECTION": state = STATE.SELECTION; break; case "TILE_SELECTION": state = STATE.TILE_SELECTION; board.SetColliders(true); break; case "LEVEL_UP": state = STATE.LEVEL_UP; break; case "PLAYER_PROJECTION": state = STATE.PLAYER_PROJECTION; break; case "ENEMY_PROJECTION": state = STATE.ENEMY_PROJECTION; break; case "PAUSED": state = STATE.PAUSED; break; case "VICTORY": state = STATE.VICTORY; break; case "GAME_OVER": state = STATE.GAME_OVER; break; case "FLEE_REPORT": state = STATE.FLEE_REPORT; break; default: Debug.Log("Not an existing state: " + newState); break; } ui.ChangingState(); }
/// <summary> /// Alter the game's state, such as to pause game or show BP window /// </summary> /// <param name="state"></param> public void SetState(string newState) { switch (newState) { case "NORMAL": state = STATE.NORMAL; eParty.ResetState(); pParty.ResetState(); break; case "ANIMATING": state = STATE.ANIMATING; break; case "SPECIAL_ANIMATING": state = STATE.SPECIAL_ANIMATING; break; case "COMMANDING": state = STATE.COMMANDING; break; case "SPECIAL_SELECTION": state = STATE.SPECIAL_SELECTION; break; case "SELECTION": state = STATE.SELECTION; break; case "TILE_SELECTION": state = STATE.TILE_SELECTION; break; case "LEVEL_UP": state = STATE.LEVEL_UP; break; case "PLAYER_PROJECTION": state = STATE.PLAYER_PROJECTION; break; case "ENEMY_PROJECTION": state = STATE.ENEMY_PROJECTION; break; case "PAUSED": state = STATE.PAUSED; break; default: Debug.Log("Not an existing state: " + newState); break; } ui.ChangingState(); }