private void Gamestatemanager_SelectItem(Constants.selectableItemsCircleMenu selectedItem) { Debug.Log("SelectITEM"); switch (selectedItem) { case Constants.selectableItemsCircleMenu.HealPoison: if (!isHealCoolDown) { StartCoroutine(waitForCoolDown()); } break; case Constants.selectableItemsCircleMenu.NormalBolt: playerModel.DamageType_Bolt = PlayerModel.DamageTypes.Standard; break; case Constants.selectableItemsCircleMenu.FireBolt: playerModel.DamageType_Bolt = PlayerModel.DamageTypes.Fire; break; case Constants.selectableItemsCircleMenu.IceBolt: playerModel.DamageType_Bolt = PlayerModel.DamageTypes.Ice; break; case Constants.selectableItemsCircleMenu.FirePoison: playerModel.DamageType_Poision = PlayerModel.DamageTypes.Fire; break; case Constants.selectableItemsCircleMenu.IcePoison: playerModel.DamageType_Poision = PlayerModel.DamageTypes.Ice; break; } }
public static void OnSelectNewItem(Constants.selectableItemsCircleMenu selectedItem) { if(SelectNewItemHandler != null) { SelectNewItemHandler(selectedItem); } }