//-----------------------------Battle------------------------------------------ //Handle State private void Update() { switch (state) { case BattleState.PlayerChoose: HandleActionSelection(); break; case BattleState.Journal: if (Input.GetKeyDown(backBtn)) { state = BattleState.PlayerChoose; playerHud.CloseJournal(); } break; case BattleState.PlayerBattle: HandleBattleSelection(); break; case BattleState.PlayerMove: HandleBattleMoveSelection(); break; case BattleState.ChooseTarget: HandleChooseTargetSelection(); break; case BattleState.ChooseTalkTarget: HandleTalkTarget(); break; case BattleState.GhostDialogue: if (Input.GetKeyDown(confirmBtn)) { NextDialogue(); } break; case BattleState.MultiChoice: HandleMultiChoice(); break; case BattleState.Bonus: HandleBonusChoice(); break; default: break; } if (Input.GetKeyDown(right) || Input.GetKeyDown(left) || Input.GetKeyDown(up) || Input.GetKeyDown(down) && state != BattleState.Busy) { audioSource.PlayOneShot(uiSFX); } if (Input.GetKeyDown(confirmBtn) || Input.GetKeyDown(backBtn) && state != BattleState.Busy) { audioSource.PlayOneShot(textSFX); } if (Input.GetKeyDown(KeyCode.End)) { StartCoroutine(DeadEnemies(0)); } }