private void _on_PhaseChanged(string newPhase, string oldPhase) { var directionDice = _diceManager.GetDirectionDice(); switch (newPhase) { case nameof(GamePhase.GAME_START): _displayText.SetText("[center]Game START![/center]"); _displayText.Display(nameof(GamePhase.GAME_START)); break; case nameof(GamePhase.ZOMBIE_START): //directionDice.Position = new Vector2(1029.8f, 396.239f); directionDice.ShowDice(); _displayText.SetText("[center]Zombie Player, Roll a Dice.[/center]"); _displayText.Display(); break; case nameof(GamePhase.PLAYERS_START): _displayText.SetText("[center]Human Player, Set your spawn location.[/center]"); _displayText.Display(); break; case nameof(GamePhase.ROUND_START): _roundNumber += 1; _displayText.SetText($"[center]Round {_roundNumber} Start![/center]"); _displayText.Display(nameof(GamePhase.ROUND_START), 1000); SpawnQueue.HideWindow(); _spawnPointManager.Hide(); break; case nameof(GamePhase.HUMAN_PLAYER_START): var playerName = ((PlayerNumber)_currentPlayersTurn).ToString(); _displayText.SetText($"[center]{playerName} Turn. Survive![/center]"); _displayText.Display(); _playerManager.StartPlayerUnitsTurn(_currentPlayersTurn); break; case nameof(GamePhase.ZOMBIE_PLAYER_START): _displayText.SetText($"[center]Z's Turn. Get them![/center]"); _displayText.Display(); _playerManager.StartPlayerUnitsTurn(_currentPlayersTurn); break; case nameof(GamePhase.ROUND_END): if (_playerManager.CanCreateAdditionalCharacter((int)PlayerNumber.Zombie)) { _displayText.SetText($"Player Z, Let's add minions."); _displayText.Display(); directionDice.ShowDice(); } else { _displayText.SetText($"You are already strong enough Player Z, no more minions for you."); _displayText.Display(nameof(GamePhase.ROUND_START)); } break; } }