// Use this for initialization private void Start() { Debug.Log("End Game State:\t" + currentGameState.ToString()); switch (currentGameState) { case END_PARTY_STATE.DEFAULT: foreach (GameObject t in _trash) { t.SetActive(false); } break; case END_PARTY_STATE.WIN: foreach (GameObject t in _trash) { t.SetActive(false); } break; case END_PARTY_STATE.LOSE: foreach (GameObject t in _trash) { t.SetActive(true); } break; } }
// Use this for initialization private void Start() { objectState = GameManager.instance.data.endPartyState; Debug.Log("Object State:\t" + objectState.ToString()); switch (objectState) { case END_PARTY_STATE.WIN: _bed.enabled = false; break; case END_PARTY_STATE.LOSE: _bed.enabled = false; break; default: _bed.enabled = true; break; } }