public override void Enter() { _oldState = _puzzle._state; Puzzle.State state = new Puzzle.State(_puzzle.PuzzleRowsOrCols); _puzzle._puzzleLayout.SetState(state); //AudioManager.Instance.PlayFadeIn(3, 0.5f, 0.0f, 0.8f, true); _puzzle.audioSource.PlayOneShot(_puzzle.audioHint); Debug.Log("GameState_SHOW_HINT"); }
public override void Enter() { Debug.Log("GameState_ASTAR_SOLUTION"); // ideally should fade out. _puzzle.buttonCancel.gameObject.SetActive(false); _puzzle.buttonHint.gameObject.SetActive(false); _puzzle.buttonStart.gameObject.SetActive(false); _puzzle.buttonNextAStar.gameObject.SetActive(true); _puzzle.buttonPrevAStar.gameObject.SetActive(true); _puzzle.buttonBack.gameObject.SetActive(true); _oldState = _puzzle._state; // set the initial state to the puzzle layout. if (_puzzle.m_astarSolved) { _puzzle._puzzleLayout.SetState(_puzzle.m_astarSolution[_puzzle.m_astarSolutionIndex].State); } m_index = 0; }