void SwitchState(ESceneState new_state) { if (scene_load_state.CompareState(new_state)) { return; } scene_load_state.SetState(new_state); scene_load_state.PerformAction(); }
public void SwitchSceneState(ESceneState state) { switch (state) { case ESceneState.E_SCENE_STATE_GAME: { SetSceneState(new GameSceneState(this)); } break; case ESceneState.E_SCENE_STATE_LOGIN: { SetSceneState(new LoginSceneState(this)); } break; } }
public virtual void ChangeStete(ESceneState eSceneState) { Debug.Log(sceneObjects[(int)eSceneState].GetSceneName()); SceneManager.LoadScene(sceneObjects[(int)eSceneState].GetSceneName()); }
public BaseSceneState(SceneController controller) { m_controller = controller; m_eState = ESceneState.E_SCENE_STATE_MAIN_MENU; }
public BaseSceneState(SceneController controller) { m_controller = controller; m_eState = ESceneState.E_SCENE_STATE_LOGIN; }