void HandleInput() { switch (InputState) { case EInputState.Movement: MovementInput.HandleInput(); break; case EInputState.ActionMenu: ActionMenuInput.HandleInput(); break; case EInputState.SelectingUnitToAttack: _unitToAttackInput.HandleInput(); break; case EInputState.GeneralMenu: GeneralMenuInput.HandleInput(); break; default: Debug.LogError("Invalid InputState value"); break; } }
// Start is called before the first frame update void Start() { _cameraMover = _battleManager.CameraMover; _cursor = _battleManager.Cursor; ActionMenuInput.SetupDependecies(_battleManager, this, _unitToAttackInput); MovementInput.SetupDependecies(_battleManager, this); _unitToAttackInput.SetupDependecies(_battleManager, this, _combatManager); GeneralMenuInput.SetupDependecies(_battleManager, this, _unitToAttackInput); }
private void Awake() { ActionMenuInput = new ActionMenuInput(); MovementInput = new MovementInput(); GeneralMenuInput = new GeneralMenuInput(); }