}
if (input.JustPressed(Input::ACTION_A)) {
- battle->SetAttackType(battle->GetAttackTypeMenu().Selected());
switch (battle->GetAttackTypeMenu().Selected()) {
case AttackChoice::SWORD:
// TODO: switch to target select
+ battle->SetAttackType(AttackChoice::SWORD);
battle->NextHero();
break;
case AttackChoice::MAGIC:
}
break;
case AttackChoice::DEFEND:
+ battle->SetAttackType(AttackChoice::DEFEND);
battle->NextHero();
break;
case AttackChoice::IKARI:
if (input.JustPressed(Input::ACTION_A)) {
// TODO: switch to target select
if (battle->GetIkariMenu().SelectedIsEnabled()) {
+ battle->SetAttackType(AttackChoice::IKARI);
battle->NextHero();
ctrl->PopState();
}
if (input.JustPressed(Input::ACTION_A)) {
// TODO: switch to target select
if (battle->GetItemMenu().SelectedIsEnabled()) {
+ battle->SetAttackType(AttackChoice::ITEM);
battle->NextHero();
ctrl->PopState();
}
if (input.JustPressed(Input::ACTION_A)) {
// TODO: switch to target select
if (battle->GetSpellMenu().SelectedIsEnabled()) {
+ battle->SetAttackType(AttackChoice::MAGIC);
battle->NextHero();
ctrl->PopState();
}