void SetActiveButler(GameType gameType) { // gav4.LogEvent (CATEGORY, "SetActiveButler", gameType.ToString (), 0); switch (gameType) { case GameType.ONE_PLAYER_AI: butler = butlerAi; break; case GameType.TWO_PLAYER_PLAY_GAMES: butler = butlerPlayGames; break; default: throw new NotImplementedException(); } }
void HandleGameStateChanged(GameState state) { if (masterGameState == state) { if (masterGameState != GameState.INITIALIZING_APP) { Debug.Log("***Ignoring GameState switch as we're already in " + masterGameState); } return; } gav4.LogScreen(state.ToString()); Debug.Log("===> GameState: " + masterGameState + " --> " + state); masterGameState = state; switch (state) { case GameState.GAME_WAS_TORN_DOWN: if (butler != null) { Assert.IsTrue(butler.enabled); butler.enabled = false; butler = null; } foreach (GameObject go in tempObjects) { Destroy(go); } SceneMaster.instance.StopAllCoroutines(); StartCoroutine(NextFrameChangeGameState(GameState.GAME_WAS_TORN_DOWN, GameState.SELECTING_GAME_TYPE)); break; case GameState.SELECTING_GAME_TYPE: case GameState.AUTHENTICATING: case GameState.SETTING_UP_GAME: case GameState.TEARING_DOWN_GAME: case GameState.PLAYING: case GameState.SELECTING_VIEW_MODE: MakeGameObjectsActive(); break; default: throw new NotImplementedException(); } }