void UpdateUIToActiveState() { switch (state) { case State.LEVELS: { play.Yank(); test.Yank(); quit.Yank(); ivory.MoveToStart(); arrow.MoveToStart(); levels.MoveToStart(); break; } case State.MAIN: { play.MoveToStart(); test.MoveToStart(); quit.MoveToStart(); ivory.MoveToEnd(); arrow.MoveToEnd(); levels.MoveToEnd(); break; } } }
void UpdateUIToActiveState() { switch (state) { case State.LEVELS: { play.Yank(); test.Yank(); quit.Yank(); ivory.MoveToStart(); ivory.GetComponent <Renderer> ().material = defaultMat; rooibos.GetComponent <Renderer> ().material = defaultMat; home.GetComponent <Renderer> ().material = defaultMat; mol.GetComponent <Renderer> ().material = defaultMat; if (level > 0) { rooibos.MoveToStart(); ivory.GetComponent <Renderer> ().material = completeMat; } if (level > 1) { home.MoveToStart(); rooibos.GetComponent <Renderer> ().material = completeMat; } if (level > 2) { mol.MoveToStart(); home.GetComponent <Renderer> ().material = completeMat; } if (level > 3) { mol.GetComponent <Renderer> ().material = completeMat; } arrow.MoveToStart(); levels.MoveToStart(); break; } case State.MAIN: { play.MoveToStart(); test.MoveToStart(); quit.MoveToStart(); ivory.MoveToEnd(); rooibos.MoveToEnd(); home.MoveToEnd(); mol.MoveToEnd(); arrow.MoveToEnd(); levels.MoveToEnd(); break; } } }