public void OnEnable() { State = null; Messenger<Coords>.AddListener ("tile.clicked", Clicked); Messenger<Player,string>.AddListener ("turn.phase", MonitorPhases); Game.NewStateMan (this); }
void SwapState(UnityGameState newState) { if (State != null) { State.Exit (); } if (newState != null) { newState.Enter (); } State = newState; if (State == null) { Debug.Log ("StateMan cleared state"); } else { Debug.Log ("StateMan changed state " + State.GetType ().ToString ()); } }