private void Update() { if (state == GameState.FreeRoam) { playerMove.HandleUpdate(); } else if (state == GameState.Battle) { } else if (state == GameState.Dialogue) { dialogueTrigger.HandleUpdate(); } }
private void Update() { switch (state) { case GameState.FreeRoam: playerMove.HandleUpdate(); if (Input.GetKeyDown(escBtn)) { //Pause state = GameState.Menu; pausePanel.SetActive(true); } else if (Input.GetKeyDown(KeyCode.S)) { state = GameState.Status; OpenStat(); } break; case GameState.Dialogue: dialogueTrigger.HandleUpdate(); break; case GameState.Status: if (Input.GetKeyDown(KeyCode.X)) { state = GameState.FreeRoam; statWindow.SetActive(false); } break; case GameState.Menu: HandlePauseUpdate(); break; case GameState.Setting: HandleSetting(); break; case GameState.GameOver: gameOverPanel.SetActive(true); HandleGameOver(); break; } }