public void GoToState(Extension.GameState _state) { switch (_state) { case Extension.GameState.ChooseBGState: prevGameState = Extension.GameState.Non; gameStateController.SetState(chooseBGState); break; case Extension.GameState.TakePhotoState: prevGameState = Extension.GameState.ChooseBGState; gameStateController.SetState(takePhotoState); break; case Extension.GameState.ConfirmState: prevGameState = Extension.GameState.TakePhotoState; gameStateController.SetState(confirmState); break; case Extension.GameState.ResultState: prevGameState = Extension.GameState.ConfirmState; gameStateController.SetState(resultState); break; } }
public void HandleStateEnd(Extension.GameState _gameState) { switch (_gameState) { case Extension.GameState.ChooseBGState: panel_chooseBGState.SetActive(false); break; case Extension.GameState.TakePhotoState: panel_takePhotoState.SetActive(false); break; case Extension.GameState.ConfirmState: panel_confirmState.SetActive(false); break; case Extension.GameState.ResultState: panel_resultState.SetActive(false); break; } }
public void HandleStateBegin(Extension.GameState _gameState) { switch (_gameState) { case Extension.GameState.ChooseBGState: panel_chooseBGState.SetActive(true); break; case Extension.GameState.TakePhotoState: ActivateBtnTakePhoto(true); panel_takePhotoState.SetActive(true); break; case Extension.GameState.ConfirmState: ActivateBtnPrevAndNext_ConfirmState(true); panel_confirmState.SetActive(true); break; case Extension.GameState.ResultState: panel_resultState.SetActive(true); break; } }