I’m currently working on a turn based battle system for my game. The game is in unity coded with c#.
The turns are based off of an initiative system determined by each characters speed. Right now I have a turn manager that got a queue of all the characters. Then to increment the turns I enqueue the current active character, then dequeue and set them as active.
All of the tutorials I see online use an
enum to make a basic battle state system. I am thinking about implementing this next but I am wondering if this is the best approach or if there is different systems that are more scalable.