/// <summary> /// Callback when the user selects the wait option from the CharacterActionMenu. /// </summary> /// <param name="character"></param> private void CharacterActionMenuWait(Object[] objects) { SelectedCharacter.DestroyMovableAndAttackableAndAssistableTransforms(); DestroyTradableSpaces(); GameManager.CharacterActionMenu.Hide(); SelectedCharacter.EndAction(); CurrentState = State.Free; Focus(); }
/// <summary> /// Callback when the user cancels from the CharacterActionMenu. /// </summary> /// <param name="character"></param> public void CharacterActionMenuOnCancel(params Object[] objects) { SelectedCharacter.DestroyMovableAndAttackableAndAssistableTransforms(); DestroyTradableSpaces(); if (SelectedCharacter.HasTraded) { SelectedCharacter.EndAction(); CurrentState = State.Free; } else { SelectedCharacter.Move(SelectedCharacterOldPosition); SelectedCharacter.CreateAttackableTransforms(); CurrentState = State.ChoosingMove; Path.Show(); } GameManager.CharacterActionMenu.Hide(); Focus(); }