private void DoBreakAction() { OnPressButton?.Invoke(currentMode); switch (currentMode) { case Modes.Dice: SetCurrentMode(Modes.Inactive); if (board != null) { board.RollDice(GetTokenID()); } else if (level.Entities.FindFirst <TiebreakerController>() is TiebreakerController controller) { controller.RollDice(Position, GameData.Instance.realPlayerID); } break; case Modes.ConfirmHeartBuy: board.BuyHeart(); SetCurrentMode(Modes.Inactive); break; case Modes.ConfirmShopEnter: board.EnterShop(); break; case Modes.ConfirmItemBuy: board.BuyItem(); SetCurrentMode(Modes.Inactive); break; case Modes.Up: board.ContinueMovementAfterIntersection(BoardController.Direction.Up); break; case Modes.Down: board.ContinueMovementAfterIntersection(BoardController.Direction.Down); break; case Modes.Left: board.ContinueMovementAfterIntersection(BoardController.Direction.Left); break; case Modes.Right: board.ContinueMovementAfterIntersection(BoardController.Direction.Right); break; } }
private void DoBreakAction() { OnPressButton?.Invoke(currentMode); switch (currentMode) { case Modes.DoubleDice: SetCurrentMode(Modes.Inactive); board.RollDice(GetTokenID(), true); break; case Modes.CancelHeartBuy: board.SkipHeart(); SetCurrentMode(Modes.Inactive); break; case Modes.CancelShopEnter: board.SkipShop(); SetCurrentMode(Modes.Inactive); break; case Modes.CancelItemBuy: board.SkipItem(); break; case Modes.Up: board.ContinueMovementAfterIntersection(BoardController.Direction.Up); break; case Modes.Down: board.ContinueMovementAfterIntersection(BoardController.Direction.Down); break; case Modes.Left: board.ContinueMovementAfterIntersection(BoardController.Direction.Left); break; case Modes.Right: board.ContinueMovementAfterIntersection(BoardController.Direction.Right); break; } }