public void FinaliseAction() { _actionQueue.Enqueue(_currentSelectAction); _currentPartyMemberIndex++; if (_currentPartyMemberIndex < PartyController.Instance.PartyMembers.Count) { SetState(States.SelectAction); } else { SetState(States.EnemyAI); } _currentPartyMemberIndex %= PartyController.Instance.PartyMembers.Count; ActingPartyMemberChanged?.Invoke(); }
private void _EnemyAI_Enter() { _currentPartyMemberIndex = -1; ActingPartyMemberChanged?.Invoke(); EnemyController.Instance.HandleEnemies(_enemies); }
private void _MainMenu_Exit() { _currentPartyMemberIndex = 0; ActingPartyMemberChanged?.Invoke(); }