private void Construct(IRaceOverState _state) { m_state = _state; // Listen for state events m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks((State)m_state); // turn off this gameobject in case it is active gameObject.SetActive(false); }
private void Construct(RaceManager _raceManager, IRaceSetupState raceSetupState, IRacingState _racingState, IRaceOverState _raceOverState) { m_raceManager = _raceManager; m_racingState = _racingState; UIFader fader = GetComponent <UIFader> (); fader.RegisterStateCallbacks( (State)_racingState, (State)_raceOverState); ((State)raceSetupState).m_enteredState += fader.Deactivate; gameObject.SetActive(false); }