public void ChangeDistrictState(DistrictState state) { State = state; if (state == DistrictState.Broken) { BrokenImage.gameObject.SetActive(true); } else { BrokenImage.gameObject.SetActive(false); } }
public void SetSate(DistrictState state) { _dstate = state; switch (state) { case DistrictState.kDISTRICT_STATE_DISCONNECTED: _state = "kDISTRICT_STATE_DISCONNECTED"; break; case DistrictState.kDISTRICT_STATE_WORLDSERVER_LISTENING: _state = "kDISTRICT_STATE_WORLDSERVER_LISTENING"; break; case DistrictState.kDISTRICT_STATE_WORLDSERVER_CONNECT_IN_PROGRESS: _state = "kDISTRICT_STATE_WORLDSERVER_CONNECT_IN_PROGRESS"; break; case DistrictState.kDISTRICT_STATE_WORLDSERVER_CONNECT_COMPLETE: _state = "kDISTRICT_STATE_WORLDSERVER_CONNECT_COMPLETE"; break; case DistrictState.kDISTRICT_STATE_WORLDSERVER_DEV_ATTACH_IN_PROGRESS: _state = "kDISTRICT_STATE_WORLDSERVER_DEV_ATTACH_IN_PROGRESS"; break; case DistrictState.kDISTRICT_STATE_WORLDSERVER_DEV_ATTACH_COMPLETE: _state = "kDISTRICT_STATE_WORLDSERVER_DEV_ATTACH_COMPLETE"; break; case DistrictState.kDISTRICT_STATE_WORLDSERVER_ATTACH_IN_PROGRESS: _state = "kDISTRICT_STATE_WORLDSERVER_ATTACH_IN_PROGRESS"; break; case DistrictState.kDISTRICT_STATE_WORLDSERVER_ATTACH_COMPLETE: _state = "kDISTRICT_STATE_WORLDSERVER_ATTACH_COMPLETE"; break; case DistrictState.kDISTRICT_STATE_MAX: _state = "kDISTRICT_STATE_WORLDSERVER_ATTACH_IN_PROGRESS"; break; } }