/// <summary> /// Executes a method after StateListener captures a change on currentBattleState variable /// </summary> /// <param name="newBattleState">The new BattleState value</param> /*void OnBattlestateChange(BattleState newBattleState) { * // Debug.Log("Changing state to: " + newBattleState.ToString()); * * switch (newBattleState) { * * case BattleState.battleStart: * //Debug.Log("Battle initial setup"); * //Showing enemy name and area * break; * * case BattleState.battle: * //Debug.Log("Starting battle"); * * //Unpauses the game * if (isGamePaused) { * isGamePaused = false; * Pause(isGamePaused); * } * * //StandBy * battleHud.ShowStandBy(false); * * //Battle * battleHud.ShowCustomBar(true); * battleHud.ShowBattleChipHelp(true); * * GameObject.Find("Gamestate").SendMessage("ActivateCustomGauge", true); * break; * * case BattleState.selectionScreen: * // Debug.Log("Displaying Selection screen"); * battleHud.ShowCustomBar(false); * battleHud.ShowBattleChipHelp(false); * battleHud.ShowSelectionScreen(true); * * //Destroying chip guides * DestroyChipBattleScreen(1); * DestroyChipBattleScreen(2); * DestroyChipBattleScreen(3); * DestroyChipBattleScreen(4); * * //Refreshing chip list * GameObject.Find("Folder").SendMessage("SetSelectionScreenChips"); * * //Setting time to zero * Time.timeScale = 0.0f; * break; * * case BattleState.standby: * //Debug.Log("Standing by..."); * ChangeToStandBy(); * break; * * case BattleState.pause: * //Debug.Log("Game paused"); * isGamePaused = true; * Pause(isGamePaused); * break; * * case BattleState.results: * //Stoping custom gauge * GameObject.Find("Gamestate").SendMessage("ActivateCustomGauge", false); * battleHud.ShowSelectionScreen(false); * * //Ending battle * //Debug.Log("Battle has ended, showing results screen"); * battleHud.ShowResultsScreen(); * * //Changing to restart * StartCoroutine(ChangeToRestart()); * break; * } * }*/ /// <summary> /// Executes a method after StateListener captures a change on currentBattleState variable /// </summary> /// <param name="newBattleState">The new BattleState value</param> public void ChangeBattleState(BattleState newBattleState) { // Debug.Log("Changing state to: " + newBattleState.ToString()); currentBattleState = newBattleState; switch (newBattleState) { case BattleState.battleStart: Debug.Log("Battle initial setup"); //Showing enemy name and area break; case BattleState.battle: Debug.Log("Starting battle"); //Unpauses the game if (isGamePaused) { isGamePaused = false; Pause(isGamePaused); } //StandBy battleHud.ShowStandBy(false); //Battle battleHud.ShowCustomBar(true); battleHud.ShowBattleChipHelp(true); GameObject.Find("Gamestate").SendMessage("ActivateCustomGauge", true); break; case BattleState.selectionScreen: // Debug.Log("Displaying Selection screen"); battleHud.ShowCustomBar(false); battleHud.ShowBattleChipHelp(false); battleHud.ShowSelectionScreen(true); //Destroying chip guides DestroyChipBattleScreen(1); DestroyChipBattleScreen(2); DestroyChipBattleScreen(3); DestroyChipBattleScreen(4); //Refreshing chip list GameObject.Find("Folder").SendMessage("SetSelectionScreenChips"); //Setting time to zero Time.timeScale = 0.0f; break; case BattleState.standby: Debug.Log("Standing by..."); ChangeToStandBy(); break; case BattleState.pause: Debug.Log("Game paused"); isGamePaused = true; Pause(isGamePaused); break; case BattleState.results: //Stoping custom gauge GameObject.Find("Gamestate").SendMessage("ActivateCustomGauge", false); battleHud.ShowSelectionScreen(false); //Ending battle Debug.Log("Battle has ended, showing results screen"); battleHud.ShowResultsScreen(); //Changing to restart StartCoroutine(ChangeToRestart()); break; } }