private void OnStepChange() { _currentStep.DeInit(); _currentStep = _currentStep.NextStep; _dialogRequester.SetAvalibleDialogues(_currentStep.AvalibleCharacters); _currentStep.Init(); if (_currentStep.GameState != GameState.Default) { _gameModel.ChangeState(_currentStep.GameState); } }
public void Execute(float deltaTime) { for (int i = 0; i < Conditions.Length; i++) { Conditions[i].StepCondition.CheckCondition(deltaTime); if (Conditions[i].StepCondition.IsDone) { IsDone = true; _nextStep = Conditions[i].NextStep; return; } } }