bool SetState(ScarabUIState newState) { bool bSuccess = false; switch (newState) { default: case ScarabUIState.ready: selectedDie = null; bSuccess = true; SetNumScarabsUI(); break; // try to use the scarab case ScarabUIState.scarab_activated: // set aside the scarab for use if (GameState.GetCurrentGameState().currentPlayer.UseScarab(type)) { if (SetState(ScarabUIState.waiting_die_select)) { bSuccess = true; newState = ScarabUIState.waiting_die_select; } } break; case ScarabUIState.waiting_die_select: //GameState.GetCurrentGameState().currentPlayer.AskToChooseDie(this.type.ToString()); //GameState.Message(this.name + " please select a die for scarab action"); bSuccess = true; break; } if (bSuccess) { scuiState = newState; } return(bSuccess); }
bool SetState(ScarabUIState newState) { bool bSuccess = false; switch (newState) { default: case ScarabUIState.ready: selectedDie = null; bSuccess = true; SetNumScarabsUI(); break; // try to use the scarab case ScarabUIState.scarab_activated: // set aside the scarab for use if (GameState.GetCurrentGameState().currentPlayer.UseScarab(type)) { if (SetState(ScarabUIState.waiting_die_select)) { bSuccess = true; newState = ScarabUIState.waiting_die_select; } } break; case ScarabUIState.waiting_die_select: //GameState.GetCurrentGameState().currentPlayer.AskToChooseDie(this.type.ToString()); //GameState.Message(this.name + " please select a die for scarab action"); bSuccess = true; break; } if (bSuccess) { scuiState = newState; } return bSuccess; }