public State GetState(EnumState type) { State newState = null; switch (type) { case EnumState.LOGIN: newState = new LoginState(); break; case EnumState.CHARACTER_SELECT: newState = new CharacterSelectState(); break; case EnumState.CHARACTER_CREATION: newState = new CharacterCreationState(); break; case EnumState.HUB: newState = new HubState(); break; case EnumState.GAME: break; case EnumState.TEST: newState = new TestState(); break; } return(newState); }
public CharacterCreationInputHandler( ITyperPool typerPool, ComponentPool componentPool, CharacterCreationState state, IScreenNavigation screenNavigation, ICharactersClient charactersClient) : base(typerPool, componentPool) { _screenNavigation = screenNavigation; _charactersClient = charactersClient; _state = state; }
public CharacterCreationStateManager( CharacterCreationState state) { _currentState = state; _stateSubject = new BehaviorSubject <CharacterCreationState>(_currentState); }