/// <summary> Advances the turn to the entity next in the queue.</summary> public CombatEntity AdvanceToNextEnity() => _activeEntity = _tracker.GetNextEntity();
/// <summary> Signals the start of the battle by creating the combat entities based on the passed data.</summary> /// <param name="battleManagerGameObject"> The object which will be responsible of managing the battle and it's systems.</param> public void StartBattle(MonoBehaviour battleManagerGameObject) { _tracker = new BattleTracker(_playerParty, _enemyParty); _activeEntity = _tracker.GetNextEntity(); }