public void UpdateAvailable() { if (_THEGAMEScript.GetState() == GlobalStates.State.IN_GAME && _gameScript.GetPhase() == Game.Phase.BASE && _state == State.IDLE) { if (_curFightersCount > 0) { if (resources >= _fighterUpdateCost) { for (int i = 0; i < _curFightersCount; i++) { _fightersList[i].GetComponent <Fighter>().InteractableUpdateButton(true); } } else { for (int i = 0; i < _curFightersCount; i++) { _fightersList[i].GetComponent <Fighter>().InteractableUpdateButton(false); } } } } else { for (int i = 0; i < _curFightersCount; i++) { _fightersList[i].GetComponent <Fighter>().InteractableUpdateButton(false); } } }
void Update() { if (_THEGAMEScript.GetState() == GlobalStates.State.IN_GAME) { CountGameTime(); switch (_phase) { case Phase.BASE: ProcessBase(); break; case Phase.COMBAT: ProcessCombat(); break; } UpdateLayoutInfo(); _baseScript.UpdateLayoutInfo(); } }