Ejemplo n.º 1
0
        public void StateChange(EGameScenes gameScenes)
        {
            // Assign new game state
            _nextState = new GameManagerStateMainMenu(_gameManagerInstance);

            // Load next scene -> main menu
            string l_scene = string.Empty;

            if (_gameManagerInstance.GameScenesDictionary.TryGetValue(gameScenes, out l_scene))
            {
                SceneManager.LoadScene(l_scene);
            }
        }
Ejemplo n.º 2
0
        public void StateChange(EGameScenes gameScenes)
        {
            // Assign new game state
            switch (gameScenes)
            {
            case EGameScenes.LevelsMenu:
            {
                // Assing new game state
                _nextState = new GameManagerStateLevelsMenu(_gameManagerInstance);
            }
            break;

            case EGameScenes.TestLevel:
            {
                // Level scene to be loaded next
                _gameManagerInstance.LevelLoadNextScene = gameScenes;
                // Assing new game state
                _nextState = new GameManagerStateLevelLoad(_gameManagerInstance);
                // Load LevelLoad scene that will load the next level asynchronously
                gameScenes = EGameScenes.LevelLoad;
            }
            break;

            case EGameScenes.SettingsMenu:
            {
                // Assing settings game state
                _nextState = new GameManagerStateSettingsMenu(_gameManagerInstance);
            }
            break;

            default:
                _nextState = new GameManagerStateMainMenu(_gameManagerInstance);
                break;
            }

            // Load next scene
            string l_scene = string.Empty;

            if (_gameManagerInstance.GameScenesDictionary.TryGetValue(gameScenes, out l_scene))
            {
                SceneManager.LoadScene(l_scene);
            }
        }
        public void StateChange(EGameScenes gameScenes)
        {
            // Assign new game state
            switch (gameScenes)
            {
            case EGameScenes.MainMenu:
                _nextState = new GameManagerStateMainMenu(_gameManagerInstance);
                break;

            default:
                _nextState = new GameManagerStateMainMenu(_gameManagerInstance);
                break;
            }

            // Load next scene
            string l_scene = string.Empty;

            if (_gameManagerInstance.GameScenesDictionary.TryGetValue(gameScenes, out l_scene))
            {
                SceneManager.LoadScene(l_scene);
            }
        }