Esempio n. 1
0
    public static StateBase New(GameState state)
    {
        StateBase gameState;

        switch (state)
        {
        case GameState.Login:
            gameState = new StateLogin();
            break;

        case GameState.Hall:
            gameState = new StateHall();
            break;

        case GameState.Mall:
            gameState = new StateMall();
            break;

        case GameState.Rank:
            gameState = new StateRank();
            break;

        case GameState.CreateRoom:
            gameState = new StateCreateRoom();
            break;

        default:
            return(null);
        }
        gameState.State = state;
        return(gameState);
    }
    // 各ステート実体化
    void EachStateOfInstance()
    {
        var canvas = GameObject.FindObjectOfType <Canvas> ();
        var prefab = Resources.Load <GameObject> ("Prefab/RoomScene/Room_Select");

        m_selectState = GameObject.Instantiate(prefab, canvas.transform).GetComponent <StateSelect> ();
        m_selectState.gameObject.SetActive(true);

        prefab        = Resources.Load <GameObject> ("Prefab/RoomScene/Room_NameSet");
        m_createState = GameObject.Instantiate(prefab, canvas.transform).GetComponent <StateCreateRoom> ();
        m_createState.gameObject.SetActive(false);

        prefab      = Resources.Load <GameObject> ("Prefab/RoomScene/Room_NameEnter");
        m_joinState = GameObject.Instantiate(prefab, canvas.transform).GetComponent <StateJoinRoom> ();
        m_joinState.gameObject.SetActive(false);

        prefab      = Resources.Load <GameObject> ("Prefab/RoomScene/Room_Wait");
        m_waitState = GameObject.Instantiate(prefab, canvas.transform).GetComponent <StateWait> ();
        m_waitState.gameObject.SetActive(false);
    }