void _OnMenuStateChange(MenuStateChanged e) { if (e.state == MenuState.AnimatingAttack) { transform.GetChild(0).gameObject.SetActive(false); transform.GetChild(1).gameObject.SetActive(false); } else { transform.GetChild(0).gameObject.SetActive(true); transform.GetChild(1).gameObject.SetActive(true); } }
// EVENT LISTENERS public void _OnMenuStateChange(MenuStateChanged e) { if (e.state == currMenu) { return; } switch (e.state) { case MenuState.NonUIPlayerPlaying: currMenu = MenuState.NonUIPlayerPlaying; DoSwap(currMenuObj, nonUIPlayerPlaying); break; case MenuState.BuyPhaseMenu: currMenu = MenuState.BuyPhaseMenu; StartCoroutine(DoSwapAnimation(currMenuObj, buyPhaseMenu)); break; case MenuState.BuyMenu: currMenu = MenuState.BuyMenu; StartCoroutine(DoSwapAnimation(currMenuObj, buyMenu)); break; case MenuState.ActionPhaseMenu: currMenu = MenuState.ActionPhaseMenu; StartCoroutine(DoSwapAnimation(currMenuObj, actionPhaseMenu)); break; case MenuState.UseMenu: currMenu = MenuState.UseMenu; StartCoroutine(DoSwapAnimation(currMenuObj, useMenu)); break; case MenuState.UpgradeMenu: currMenu = MenuState.UpgradeMenu; StartCoroutine(DoSwapAnimation(currMenuObj, upgradeMenu)); break; case MenuState.AttackPhaseMenu: currMenu = MenuState.AttackPhaseMenu; StartCoroutine(DoSwapAnimation(currMenuObj, attackPhaseMenu)); break; case MenuState.AnimatingAttack: currMenu = MenuState.AnimatingAttack; StartCoroutine(DoSwapOutPopInAnimation(currMenuObj, animateAttackWindow)); break; } }