Game Development Reference
In-Depth Information
3. The player is asked to select a weapon.
4. The selected weapon is highlighted.
5. The player is asked to select a target.
6. The selected enemy gets the red ring of death circling their feet, and they prob-
ably get a sense of foreboding.
7. The Battle state manager gets informed that the player has completed their
move and that they are ready by setting the PlayerReady property in the state
machine to true .
So, when you run the project, your scene should look like this:
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