public void StartTargeting() { TargetingState = ETargetingState.NotActive; gameObject.SetActive(true); transform.position = new Vector3(RightTargetingBorder.position.x, DownTargetingBorder.position.y, RightTargetingBorder.position.z); ChangeState(); }
void ChangeState() { switch (TargetingState) { case ETargetingState.NotActive: TargetingState = ETargetingState.HorizontalTargeting; CurrentDirection = E2DDirection.Left; break; case ETargetingState.HorizontalTargeting: TargetingState = ETargetingState.VerticalTargeting; CurrentDirection = E2DDirection.Up; break; case ETargetingState.VerticalTargeting: TargetingState = ETargetingState.TargetResolved; EndTargeting(); break; case ETargetingState.TargetResolved: TargetingState = ETargetingState.NotActive; break; } }