public void Execute() { if (!UnityEngine.Input.GetKeyDown(KeyCode.Escape)) { return; } if (!_gameInfo.hasCurrentState) { _gameInfo.ReplaceCurrentState(global::GameState.Menu); return; } _gameInfo.ReplaceCurrentState(_gameInfo.currentState.Value == global::GameState.Gameplay ? global::GameState.Menu : global::GameState.Gameplay); }
public void Initialize() { _gameInfo.ReplaceCurrentState(global::GameState.Menu); }
protected override void Execute(List <GameInfoEntity> entities) { _gameInfo.ReplaceCurrentState(global::GameState.Menu); }