public override void NextTurn(int turn) { BUILDING_MOVE_TYPE type = DecideMove(turn); ExecuteMove(type); VisualTurn(type); }
private void ExecuteMove(BUILDING_MOVE_TYPE type) { switch (type) { case BUILDING_MOVE_TYPE.NOTHING: break; case BUILDING_MOVE_TYPE.SPAWN: Game.CauldronAddSlime(cell, targetCell); break; case BUILDING_MOVE_TYPE.INVALID: break; } }
private void VisualTurn(BUILDING_MOVE_TYPE type) { switch (type) { case BUILDING_MOVE_TYPE.NOTHING: break; case BUILDING_MOVE_TYPE.SPAWN: anim.PlayAnimation("Cauldron_Spawn"); //FX.Emit(transform.position, Helper.QDIR(Vector3.up), FX.VFX.SlimeSpawn, 5); break; case BUILDING_MOVE_TYPE.INVALID: break; } }