private void Update() { switch (GetComponent <PlayerInput>().GameCommand()) { case Command.Left: case Command.Right: case Command.Up: case Command.Down: case Command.UpLeft: case Command.UpRight: case Command.DownLeft: case Command.DownRight: MoveExaminer(); break; case Command.Cancel: mode.SwitchModeExamine(false); break; case Command.Next: LockTarget(Command.Next); break; case Command.Previous: LockTarget(Command.Previous); break; } }
private void Update() { checkSchedule = schedule.IsCurrentActor(gameObject); checkEnergy = GetComponent <Energy>().HasEnoughEnergy(); if (!checkSchedule || !init.Initialized) { return; } GetComponent <FieldOfView>()?.UpdateFOV(); if (!checkEnergy) { schedule.NextActor(); return; } if (input.GameCommand() != Command.INVALID) { modeline.PrintStaticText(); } if (GetComponent <PCAutoExplore>().ContinueAutoExplore()) { if (GetComponent <Infection>().HasInfection(out _, out _)) { schedule.NextActor(); return; } GetComponent <PCAutoExplore>().Count(); int[] target = GetComponent <AutoExplore>().GetDestination(); if (target != null) { GetComponent <IMove>().MoveGameObject(target); } return; } switch (input.GameCommand()) { case Command.Left: case Command.Right: case Command.Up: case Command.Down: case Command.UpLeft: case Command.UpRight: case Command.DownLeft: case Command.DownRight: MoveOrAttack(input.GameCommand()); return; case Command.Wait: schedule.NextActor(); return; case Command.AutoExplore: GetComponent <PCAutoExplore>().Trigger(); return; case Command.Examine: gameMode.SwitchModeExamine(true); return; case Command.BuyPower: gameMode.SwitchModeBuyPower(true); return; case Command.ViewLog: gameMode.SwitchModeLog(true); return; case Command.ViewHelp: gameMode.SwitchModeHelp(true); return; // TODO: Call a method. case Command.Save: init.SaveAndQuit(); return; } // Test commands. if (wizard.IsWizardMode) { switch (input.GameCommand()) { case Command.Initialize: wizard.Initialize(); return; case Command.RenderAll: wizard.SwitchRenderAll(); return; case Command.PrintEnergy: wizard.PrintEnergy(); return; case Command.AddEnergy: wizard.AddEnergy(); return; case Command.PrintSchedule: wizard.PrintSchedule(); return; case Command.GainHP: wizard.GainHP(); return; case Command.LoseHP: wizard.LoseHP(); return; case Command.DrinkPotion: wizard.DrinkPotion(); return; case Command.PrintEnergyCost: wizard.SwitchPrintEnergyCost(); return; } } }