Implemented turn passing and taking damage from it.

This commit is contained in:
Max Dodd 2025-01-23 10:22:22 +01:00
parent 31917ba415
commit ede5ef1533
6 changed files with 572 additions and 15 deletions

View file

@ -0,0 +1,36 @@
using System;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEngine.Video;
using Button = UnityEngine.UI.Button;
public class PassManager : MonoBehaviour
{
[SerializeField] private Button passButton;
[SerializeField] private GameManager gameManager;
public event EventHandler PassRequested;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
passButton.onClick.AddListener(OnPassClicked);
gameManager.StateChanged += OnGameStateChange;
}
private void OnGameStateChange(object sender, GameState state) {
if (state == GameState.RollDice)
{
passButton.interactable = false;
}
else
{
passButton.interactable = true;
}
}
private void OnPassClicked()
{
PassRequested?.Invoke(this, EventArgs.Empty);
}
}