void In_Gaming() { //0. state change. gameState = eGameState.Gaming; //1. resoure read. tile message display... Debug.Log("In_Gaming"); uiMsg.text = gameState.ToString(); }
void In_Ready() { //0. state change. gameState = eGameState.Ready; //1. resoure read. tile message display... Debug.Log("In_Ready"); uiMsg.text = gameState.ToString(); waitTime = 2f; }
void In_Round() { //0. state change. if (gameState != eGameState.Result) { //유저의 처음실행... roundCount = 1; userA = 0; userB = 0; } gameState = eGameState.Round; waitTime = 2f; //1. resoure read. tile message display... Debug.Log("In_Round"); uiMsg.text = gameState.ToString() + " : " + roundCount; }
void OnGUI( ) { GUI.Label(new Rect(0, 0, 600, 200), CurrentGameState.ToString( ) + ":: Current Time - " + m_MatchTime + ":: Wait Time - " + m_WaitTime); }