private void OnStateChanged(SceneLogicState state) { switch (state) { case SceneLogicState.SceneLogicState_Ready: { OnStateChangeToReady(); } break; case SceneLogicState.SceneLogicState_Working: { OnStateChangeToWorking(); } break; case SceneLogicState.SceneLogicState_Closing: { OnStateChangeToClosing(); } break; case SceneLogicState.SceneLogicState_Destroy: { OnStateChangeToDestroy(); } break; default: break; } }
protected void ChangeState(SceneLogicState state) { if (mLogicState != state) { mLogicState = state; OnStateChanged(state); } }