//Move Panel private void HandleBattleMoveSelection() { ghostTarget[currentChooseTarget].GetComponent <BattleHud>().DeactivateTarget(); if (Input.GetKeyDown(right)) { if (currentActionBattleMove < 3) { currentActionBattleMove++; } } else if (Input.GetKeyDown(left)) { if (currentActionBattleMove > 0) { currentActionBattleMove--; } } else if (Input.GetKeyDown(down)) { if (currentActionBattleMove < 2) { currentActionBattleMove += 2; } } else if (Input.GetKeyDown(up)) { if (currentActionBattleMove > 1) { currentActionBattleMove -= 2; } } playerHud.UpdateBattleMoveAction(currentActionBattleMove); if (Input.GetKeyDown(confirmBtn)) { var moveType = moveSet.getCurrentMoves()[currentActionBattleMove].getMoveBase().getTargetType(); if (moveType == targetType.Enemy) { state = BattleState.ChooseTarget; } else if (moveType == targetType.Aoe) { PlayerMove(currentActionBattleMove); } else if (moveType == targetType.Debuff) { state = BattleState.ChooseTarget; } else { PlayerMove(currentActionBattleMove); } } else if (Input.GetKeyDown(backBtn)) { currentActionBattle = 0; state = BattleState.PlayerBattle; playerHud.CloseSkill(); } }