public override void Leave(FSM fsm, FSMActor owner) { FSM_GameFlow curFsm = fsm as FSM_GameFlow; UIManager.One.CloseUI(UIManager.UIModule.GameFlow_ShowScore); curFsm.IsBackMenu = false; //changeScene SceneManager.LoadScene("MainMenuScene"); }
public override void Update(FSM fsm, FSMActor owner) { FSM_GameFlow curFsm = fsm as FSM_GameFlow; if (curFsm.IsBackMenu) { owner.ChangeState((int)GameFlowState_ID.MainMenu); } }
public override void Leave(FSM fsm, FSMActor owner) { FSM_GameFlow curFsm = fsm as FSM_GameFlow; UIManager.One.CloseUI(UIManager.UIModule.GameFlow_GameOver); UIManager.One.CloseUI(UIManager.UIModule.GameFlow_GamePlaying); curFsm._isGameOver = false; //changeScene SceneManager.LoadScene("ScoreScene"); }
public override void Enter(FSM fsm, FSMActor owner) { Debug.Log(((GameFlowState_ID)GetID()).ToString()); FSM_GameFlow curFsm = fsm as FSM_GameFlow; curFsm.SetDifficulty(-1); //Open UI SelectDiff UIManager.One.OpenUI(UIManager.UIModule.GameFlow_GamePlaying); UIManager.One.GetUIObject(UIManager.UIModule.GameFlow_GamePlaying).gameObject.SetActive(false); UIManager.One.OpenUI(UIManager.UIModule.GameFlow_SelectDiff); }