private void ChangeState(GameState.GameStateType stateToChangeTo) { //Make Sure the new state was set up if (stateToChangeTo == GameState.GameStateType.NOT_SET) { UnityEngine.Debug.LogError("You Can't change to a state without setting the new state"); } //pop the old one off stateMachine.Pop(); //Create the New State based on the request switch (stateToChangeTo) { case GameState.GameStateType.SETUP_PLAYER: { SetupPlayerState setupState = new SetupPlayerState(); setupState.game = this; stateMachine.Push(setupState); } break; } shouldChangeState = false; }
private void ChangeState(GameState.GameStateType stateToChangeTo) { //Make Sure the new state was set up if (stateToChangeTo == GameState.GameStateType.NOT_SET) UnityEngine.Debug.LogError("You Can't change to a state without setting the new state"); //pop the old one off stateMachine.Pop(); //Create the New State based on the request switch (stateToChangeTo) { case GameState.GameStateType.SETUP_PLAYER: { SetupPlayerState setupState = new SetupPlayerState(); setupState.game = this; stateMachine.Push(setupState); } break; } shouldChangeState = false; }