private void GameManager_OnApplicationStateChange(ApplicationStateChangeArgs applicationStateArgs) { if (applicationStateArgs.Current == EApplicationState.Ingame) { GameManager.PlayerController.OnPlayerChunkUpdate += _debugPlayerDetails.DrawLines; _debugPlayerDetails.Initialise(GameManager.PlayerController); _debugWorldDetails.Initialise(GameManager.WorldController, GameManager.PlayerController); _debugPlayerDetails.DrawLines(GameManager.PlayerController.transform.position); } Debug.Log("[DebugController] - GameManager_OnApplicationStateChange(object, ApplicationStateArgs) \n " + $"applicationStateArgs.Current: {applicationStateArgs.Current.ToString()}"); }
/// <summary> /// Displays and hides canvas elements for the main menu when the application state changes /// /// Any state -> Menu = Display the main menu canvas /// </summary> /// <param name="applicationStateArgs"></param> private void GameManager_OnApplicationStateChange(ApplicationStateChangeArgs applicationStateArgs) { // Transition to menu state, this could be due to just launching the application or due to just closing the game if (applicationStateArgs.Current == EApplicationState.Menu) { gameObject.SetActive(true); if (applicationStateArgs.Previous == EApplicationState.ReturningToMenu) { _backButton.gameObject.SetActive(false); _activePanel.SetActive(false); _activePanel = _mainPanel; _mainPanel.SetActive(true); } } // Transition from menu state, this could be due to closing the application or due to loading a game else if (applicationStateArgs.Previous == EApplicationState.Menu) { gameObject.SetActive(false); } }
private void GameManager_OnApplicationStateChange(ApplicationStateChangeArgs applicationStateChange) { switch (applicationStateChange.Current) { case (EApplicationState.Connecting): { Initialise(); break; } case (EApplicationState.ReturningToMenu): { ActiveEntities.Clear(); InstanceMappedToId.Clear(); EntitiesToUnload.Clear(); EntityIdCounter = 0; break; } default: break; } }