void Update() { switch (GetState()) { case State.Win: if (SceneType.Hard == _sceneCurrent) { _gameBeat = true; } DisableCells(); Transitioner.TransitionOut(); break; case State.Run: while (CellsActivated.Count > 0) { CellsActivated.Dequeue().React(); } break; case State.Idle: break; default: Debug.Log("unexpected state"); break; } }
void OnMouseOver() { if (Input.GetMouseButtonDown(0)) { switch (Scene) { case "Quit": Application.Quit(); break; case "Start": case "Next": case "Skip": Transitioner.TransitionOut(); break; default: SceneManager.LoadScene(Scene); break; } } }