private void OnGameStateCompleted(GameStateCompletedEvent e) { switch (currentState) { case GameState.LevelGeneration: SetState(GameState.RoulettePlayerWheel); break; case GameState.RoulettePlayerWheel: SetState(GameState.Gameplay); break; case GameState.Gameplay: if (!(bool)e.param) { SetState(GameState.LevelFailed); } else { SetState(GameState.LevelComplete); } break; case GameState.LevelComplete: break; case GameState.LevelFailed: break; } }
private void OnGameStateCompleted(GameStateCompletedEvent e) { switch (e.stateType) { case GameStateType.MainMenu: SetState(GameStateType.LoadScene); break; case GameStateType.LoadScene: SetState(GameStateType.LevelSetup); break; case GameStateType.LevelSetup: SetState(GameStateType.ExamineLevel); break; case GameStateType.ExamineLevel: SetState(GameStateType.Plotting); break; case GameStateType.Plotting: SetState(GameStateType.SimulateLevel); break; case GameStateType.SimulateLevel: break; case GameStateType.TransitionToNextLevel: SetState(GameStateType.LoadScene); break; } }