public void SetState(EAppStateId id, bool resetState, IStateData data) { if (mCurState == null) { AppState newState; if (!mStates.ContainsKey(id)) { Debug.LogWarning("Error! Cannot find state: " + id); newState = mStates[EAppStateId.MainMenu]; } else { newState = mStates[id]; } mCurState = newState; mCurState.Activate(data, resetState); return; } Debug.Log(id + " " + mCurState.ID); if (mCurState.ID != id) { AppState newState; if (!mStates.ContainsKey(id)) { Debug.LogWarning("Error! Cannot find state: " + id); newState = mStates[EAppStateId.MainMenu]; newState = mStates[EAppStateId.GameOver]; newState = mStates[EAppStateId.GridGame]; newState = mStates[EAppStateId.InfoMenu]; newState = mStates[EAppStateId.GameMenu]; newState = mStates[EAppStateId.Regulations]; newState = mStates[EAppStateId.Developer]; } else { newState = mStates[id]; } if (newState != mCurState || resetState) { mCurState.Deactivate(); mCurState = newState; mCurState.Activate(data, resetState); } else { Debug.Log("Error! Cannot set new state: newState = mCurState!"); } } else { Debug.Log("Error trying to set the SAME state!"); } }
public void SetState(EAppStateId id, bool resetState, IStateData data) { if (mCurState == null) { AppState newState; if (!mStates.ContainsKey(id)) { Debug.LogWarning("Error! Cannot find state: " + id); newState = mStates[EAppStateId.MainMenu]; } else { newState = mStates[id]; } mCurState = newState; mCurState.Activate(data, resetState); return; } Debug.Log(id + " " + mCurState.mId); if (mCurState.mId != id) { AppState newState; if (!mStates.ContainsKey(id)) { Debug.LogWarning("Error! Cannot find state: " + id); newState = mStates[EAppStateId.MainMenu]; newState = mStates[EAppStateId.Game]; newState = mStates[EAppStateId.Pause]; } else { newState = mStates[id]; } if (newState != mCurState || resetState) { mCurState.Deactivate(); mCurState = newState; mCurState.Activate(data, resetState); } else { Debug.Log("Error! Cannot set new state: newState = mCurState!"); } } else { Debug.Log("Error trying to set the SAME state!"); } //Debug.Log(mCurState); }
// public void SetState(EAppStateId id, bool resetState) // { // SetState(id, resetState); // } //public void SetState(EAppStateId id) // { // SetState(id, false); // } public void SetState(EAppStateId id, bool resetState) { if (mCurState == null) { AppState newState; if (!mStates.ContainsKey(id)) { Debug.LogWarning("Error! Cannot find state: " + id); newState = mStates[EAppStateId.MainMenu]; } else { newState = mStates[id]; } mCurState = newState; mCurState.Activate(resetState); return; } Debug.Log(id + " " + mCurState.mId); if (mCurState.mId != id) { AppState newState; if (!mStates.ContainsKey(id)) { Debug.LogWarning("Error! Cannot find state: " + id); newState = mStates[EAppStateId.MainMenu]; newState = mStates[EAppStateId.Game]; } else { newState = mStates[id]; } if (newState != mCurState || resetState) { mCurState.Deactivate(); mCurState = newState; mCurState.Activate(resetState); } else { Debug.Log("Error! Cannot set new state: newState = mCurState!"); } } else { Debug.Log("Error trying to set the SAME state!"); } //Debug.Log(mCurState); }
/////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////// #region Interface public AppState GetState(EAppStateId id) { AppState state; if (mStates.TryGetValue(id, out state)) { return(state); } return(null); }
public AppState GetState(EAppStateId id) { AppState state; if (mStates.TryGetValue(id, out state)) { return state; } return null; }
public void SetState(EAppStateId id) { SetState(id, false); }
public void SetState(EAppStateId id, IStateData data) { SetState(id, false, data); }
public void SetState(EAppStateId id, bool resetState) { SetState(id, resetState, null); }
public void SetState(EAppStateId id) { SetState(id, false, null); }