/// <summary> /// 游戏状态转换方法 /// </summary> /// <param name="state"></param> public void ChangeGameState(GameState state) { //存储传递过来的状态 gameState = state; if (gameState == GameState.GAME) { mGameUI.SetActive(true); mEndUI.SetActive(false); //生成场内角色及物品 //怪物 mEnemyManager.StartCreateEnemy(); //急救包 mLPSManager.StartCreatePrefab(); //子弹补给 mBBSManager.StartCreatePrefab(); //人物血量 mPlayer.RemoveDamage(); //初始化背包 mBackpack.Remove(); //同步ui LNUpdate(mBackpack.lPNum.ToString()); BNUpdate(mBackpack.bNum.ToString()); PosUpdate02(); StartCompute(); } else if (gameState == GameState.END) { mGameUI.SetActive(false); mEndUI.SetActive(true); mEnemyManager.StopCreateEnemy(); mEnemyManager.RemoveEnemy(); mLPSManager.RemoveLP(); mBBSManager.StopCreatePrefab(); mBBSManager.RemovePrefab(); } }