protected override void Update(EGameSubState subState) { switch (subState) { case EGameSubState.Play_Prepare: //Debug.Log(GetGameState() + " " + GetGameSubState()); GameStateManager.Instance.EnterSubState(EGameSubState.Play_Settle); break; case EGameSubState.Play_Settle: //Debug.Log(GetGameState() + " " + GetGameSubState()); GameStateManager.Instance.EnterSubState(EGameSubState.None); break; } }
protected override void Update(EGameSubState subState) { Debug.Log(GetGameState() + " " + GetGameSubState()); switch (subState) { case EGameSubState.Menu_Prepare: GameStateManager.Instance.EnterSubState(EGameSubState.Menu_Main); break; case EGameSubState.Menu_Main: GameStateManager.Instance.EnterSubState(EGameSubState.Menu_Shop); break; case EGameSubState.Menu_Shop: GameStateManager.Instance.EnterSubState(EGameSubState.Menu_Equment); break; case EGameSubState.Menu_Equment: GameStateManager.Instance.EnterState(new GameStatePlay()); break; } }
protected override void Update(EGameSubState subState) { Debug.Log(GetGameState() + " " + GetGameSubState()); switch (subState) { case EGameSubState.Login_Prepare: GameStateManager.Instance.EnterSubState(EGameSubState.Login_CheckVersion); break; case EGameSubState.Login_CheckVersion: GameStateManager.Instance.EnterSubState(EGameSubState.Login_UpdateVersion); //GameStateManager.Instance.ChaneSubState(EGameSubState.Login_UI); break; case EGameSubState.Login_UpdateVersion: GameStateManager.Instance.EnterSubState(EGameSubState.Login_UI); break; case EGameSubState.Login_UI: GameStateManager.Instance.EnterState(new GameStateMenu()); break; } }
public void EnterSubState(EGameSubState subState) { curGameState.EnterSubState(subState); }
protected abstract void Update(EGameSubState subState);
public void EnterSubState(EGameSubState subState) { _preSubState = _subState; _subState = subState; }