/// <summary> /// function to pause the scene and all the live scripts in the scene /// </summary> public void PauseGame() { gameplayFSMManager.pauseGame(); #region --deperacted Code /// /// this code make all scene the scene stop and also the controller functionality /// Time.timeScale = 0; /// #endregion }
public void ExitToTheSameState() { ////Map to according to the transitionDirection switch (gameplayFSMManager.tempTransitionFrom.GetState()) { case GameplayState.Tutorial: switch (gameplayFSMManager.tempTransitionTo.GetState()) { case GameplayState.Tutorial: printSelfMappingError(GameplayState.Tutorial); break; case GameplayState.AssemblyDisassembly: gameplayFSMManager.toAssemblyDisassembly(); break; case GameplayState.AssemblyDisassemblyTutorial: gameplayFSMManager.toAssemblyDisassemblyTutorial(); break; case GameplayState.Shooting: gameplayFSMManager.toSooting(); break; case GameplayState.Testing: gameplayFSMManager.toTesting(); break; case GameplayState.Pause: gameplayFSMManager.pauseGame(); break; } break; case GameplayState.AssemblyDisassembly: switch (gameplayFSMManager.tempTransitionTo.GetState()) { case GameplayState.Tutorial: gameplayFSMManager.toTutorial(); break; case GameplayState.AssemblyDisassembly: printSelfMappingError(GameplayState.AssemblyDisassembly); break; case GameplayState.AssemblyDisassemblyTutorial: gameplayFSMManager.toAssemblyDisassemblyTutorial(); break; case GameplayState.Shooting: gameplayFSMManager.toSooting(); break; case GameplayState.Testing: gameplayFSMManager.toTesting(); break; case GameplayState.Pause: gameplayFSMManager.pauseGame(); break; } break; case GameplayState.AssemblyDisassemblyTutorial: switch (gameplayFSMManager.tempTransitionTo.GetState()) { case GameplayState.Tutorial: gameplayFSMManager.toTutorial(); break; case GameplayState.AssemblyDisassembly: gameplayFSMManager.toAssemblyDisassembly(); break; case GameplayState.AssemblyDisassemblyTutorial: printSelfMappingError(GameplayState.AssemblyDisassemblyTutorial); break; case GameplayState.Shooting: gameplayFSMManager.toSooting(); break; case GameplayState.Testing: gameplayFSMManager.toTesting(); break; case GameplayState.Pause: gameplayFSMManager.pauseGame(); break; } break; case GameplayState.Shooting: switch (gameplayFSMManager.tempTransitionTo.GetState()) { case GameplayState.Tutorial: gameplayFSMManager.toTutorial(); break; case GameplayState.AssemblyDisassembly: gameplayFSMManager.toAssemblyDisassembly(); break; case GameplayState.AssemblyDisassemblyTutorial: gameplayFSMManager.toAssemblyDisassemblyTutorial(); break; case GameplayState.Shooting: printSelfMappingError(GameplayState.Shooting); break; case GameplayState.Testing: gameplayFSMManager.toTesting(); break; case GameplayState.Pause: gameplayFSMManager.pauseGame(); break; } break; case GameplayState.Testing: switch (gameplayFSMManager.tempTransitionTo.GetState()) { case GameplayState.Tutorial: gameplayFSMManager.toTutorial(); break; case GameplayState.AssemblyDisassembly: gameplayFSMManager.toAssemblyDisassembly(); break; case GameplayState.AssemblyDisassemblyTutorial: gameplayFSMManager.toAssemblyDisassemblyTutorial(); break; case GameplayState.Shooting: gameplayFSMManager.toSooting(); break; case GameplayState.Testing: printSelfMappingError(GameplayState.Testing); break; case GameplayState.Pause: gameplayFSMManager.pauseGame(); break; } break; case GameplayState.Pause: switch (gameplayFSMManager.tempTransitionTo.GetState()) { case GameplayState.Tutorial: gameplayFSMManager.toTutorial(); break; case GameplayState.AssemblyDisassembly: gameplayFSMManager.toAssemblyDisassembly(); break; case GameplayState.AssemblyDisassemblyTutorial: gameplayFSMManager.toAssemblyDisassemblyTutorial(); break; case GameplayState.Shooting: gameplayFSMManager.toSooting(); break; case GameplayState.Testing: gameplayFSMManager.toTesting(); break; case GameplayState.Pause: printSelfMappingError(GameplayState.Pause); break; } break; default: break; } }