/// <summary> /// Pushes a new state on the stack with a specified priority. /// </summary> /// <param name="newState">The new state to push onto the stack.</param> /// <param name="isAbsolute">Determins whether or not all states below this one should be paused or not.</param> public void PushState(TPState newState, bool priority) { m_bTopLayerPriority = priority; newState.BackBuffer = this.m_ScreenBufferRenderTarget; //PushState(new HpPauseStateOverlay(Color.Black)); PushState(newState); }
/// <summary> /// Pushes a new state onto the top of the stack. /// </summary> /// <param name="newState"></param> public void PushState(TPState newState) { stateStack.Add(newState); newState.BackBuffer = this.m_ScreenBufferRenderTarget; }
/// <summary> /// Sets a boolean to safely change the state at the start of the next update. /// </summary> /// <param name="newState"></param> public void ChangeState(TPState newState) { this.m_newState = newState; m_bChangeState = true; }
private void m_ChangeState(TPState newState) { stateStack.Clear(); stateStack.Add(newState); m_bTopLayerPriority = false; }