Esempio n. 1
0
    public void ChangeState(GameStateNames stateName)
    {
        //-- if not first time then exit the current state
        if (m_CurrentState != GameStateNames.NONE)
        {
            //-- allow the state to unload
            m_StateMap[m_CurrentState].StateExit();
            //-- disable the states gameobject
            m_StateMap[m_CurrentState].gameObject.SetActive(false);
        }

        //-- enable the new states gameobject
        m_StateMap[stateName].gameObject.SetActive(true);
        //-- call it the new states init function
        m_StateMap[stateName].StateEntry();

        //-- cache the new current state
        m_CurrentState = stateName;
    }
Esempio n. 2
0
    public void ChangeState( GameStateNames stateName )
    {
        //-- if not first time then exit the current state
        if( m_CurrentState != GameStateNames.NONE )
        {
            //-- allow the state to unload
            m_StateMap[m_CurrentState].StateExit();
            //-- disable the states gameobject
            m_StateMap[m_CurrentState].gameObject.SetActive( false );
        }

        //-- enable the new states gameobject
        m_StateMap[stateName].gameObject.SetActive( true );
        //-- call it the new states init function
        m_StateMap[stateName].StateEntry();

        //-- cache the new current state
        m_CurrentState = stateName;
    }