public void OnPointerUp(PointerEventData eventData) { switch (playerAction) { case PlayerAction.Move: Move?.Invoke(); break; case PlayerAction.Harvest: Harvest?.Invoke(); break; case PlayerAction.Pass: Pass?.Invoke(); break; case PlayerAction.Vote: Vote?.Invoke(); break; case PlayerAction.PassDurigMove: PassDurigMove?.Invoke(); break; } }
public void OnPointerUp(PointerEventData eventData) { switch (playerAction) { case PlayerAction.Move: if (PlayerInput.Instance.cityPlayer.State == CharaAvatar.CharacterState.WaitForAction) { Move?.Invoke(); } break; case PlayerAction.Harvest: if (PlayerInput.Instance.cityPlayer.State == CharaAvatar.CharacterState.WaitForAction) { Harvest?.Invoke(); } break; case PlayerAction.Pass: if (PlayerInput.Instance.cityPlayer.State == CharaAvatar.CharacterState.WaitForAction) { Pass?.Invoke(); } break; case PlayerAction.Vote: if (PlayerInput.Instance.cityPlayer.State == CharaAvatar.CharacterState.WaitForAction) { Vote?.Invoke(); } break; case PlayerAction.PassDurigMove: if (PlayerInput.Instance.cityPlayer.State == CharaAvatar.CharacterState.WaitForMoving) { PassDurigMove?.Invoke(); } break; case PlayerAction.ReturnMenu: ReturnMenu?.Invoke(); break; case PlayerAction.GoToNextLevel: GoToNextLevel?.Invoke(); break; case PlayerAction.ReloadTheSameLevel: ReloadTheSameLevel?.Invoke(); break; } }