public void ResetView() { currentlyFocuedWindow = ActionWindows.Action; currentlySelectedAction = 0; currentlySelectedTarget = 0; foreach (EntityLabel text in targetText) { text.label.color = Color.black; } foreach (TextMeshProUGUI text in actionText) { text.color = Color.black; } }
public void Update() { if (awaitingInput) { if (Input.GetButtonDown("Down")) { ChangeAction(1); } if (Input.GetButtonDown("Up")) { ChangeAction(-1); } if (Input.GetButtonDown("Select")) { switch (currentlyFocuedWindow) { case ActionWindows.Action: currentlyFocuedWindow = ActionWindows.Target; ChangeAction(0); break; case ActionWindows.Target: currentlyFocuedWindow = ActionWindows.Confirm; ChangeAction(0); break; case ActionWindows.Confirm: awaitingInput = false; ChangeAction(0); SelectAction.Invoke(currentlySelectedAction, currentlySelectedTarget + battleManager.playerPartyCount); ResetView(); break; } } } }