private void set_state(BattleSelectionFlowState p_newState) { if (this.State != p_newState) { // We are exiting the current state switch (this.State) { case BattleSelectionFlowState.NOTHING: case BattleSelectionFlowState.IN_ACTIONSELECTION_MENU: { switch (p_newState) { case BattleSelectionFlowState.TARGETTING_ENTITY: { //TODO -> target selection filter won't always be BattleEntity_Team.FOE Battle_Singletons._battleTargetSelection.enable(BattleTargetSelection_FilterCriteria.build(BattleEntity_Team.FOE)); } break; } } break; case BattleSelectionFlowState.TARGETTING_ENTITY: { Battle_Singletons._battleTargetSelection.disable(); } break; } } this.State = p_newState; }
public void enable(BattleTargetSelection_FilterCriteria p_filterCriteria) { this.FilterCriteria = p_filterCriteria; this.enable(); }