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StateMachine (AllStates (PlayerTurn (Returns turn flags :check:),…
StateMachine
AllStates
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IdleState
Void state, just waits :check:
WaitForTrigger
Waits for some kind of trigger, then runs some code :check:
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Token
PathCheck :red_cross:
Once it has the available moves, check if the path is possible, if it is, make it clickable, if not return to Idle
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WaitForTrigger :check:
Wait for click or enemy AI, if someone else is clicked return to Idle
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