public void SetState(Enumerations.GameState newState) { this.state = newState; stateText.text = "State: " + state.ToString(); switch (state) { case Enumerations.GameState.Drag: pointer.GetComponent <Pointer>().SetState(Enumerations.GameState.Drag); break; case Enumerations.GameState.Action: pointer.GetComponent <Pointer>().SetState(Enumerations.GameState.Action); break; case Enumerations.GameState.EnemyTurn: enemyGroup.GetComponent <GroupManager>().StartCoroutine("AttackCoroutine"); break; case Enumerations.GameState.Loot: Debug.Log("loot corrutine called"); StartCoroutine("SearchLoot", 1); break; case Enumerations.GameState.Check: Debug.Log("check state"); if (CheckForEndGame()) { SetState(Enumerations.GameState.Endgame); } else { if (playerGroup.GetComponent <GroupManager>().GetActionLeft()) { SetState(Enumerations.GameState.Drag); } else { SetState(Enumerations.GameState.EnemyTurn); } } break; case Enumerations.GameState.Endgame: pointer.GetComponent <Pointer>().SetState(Enumerations.GameState.Endgame); break; } }
private void Awake() { pointer = GameObject.FindGameObjectWithTag("Pointer"); retrieveGroupFromInventory(); stateText.text = "State: " + state.ToString(); }