private void Update() { if (state != StepsState.Paused) { if (state == StepsState.OneStep) { turnStep.Invoke(); state = StepsState.Paused; return; } if (actionTimer <= 0) { actionTimer = 1f / stepsPerSecond; //Debug.Log("Invoking turn step event"); turnStep.Invoke(); } else { actionTimer -= Time.deltaTime; } } }
public void StartSteps() { state = StepsState.Playing; }
public void OneStep() { state = StepsState.OneStep; }
public void PauseSteps() { state = StepsState.Paused; }