public void UpdateSceneComplete(GlobalVars.SceneList sceneEnum) { if (OnUpdateSceneComplete != null) { OnUpdateSceneComplete(sceneEnum); } }
void SetCurrentStep(GlobalVars.SceneList sceneEnum) { for (int i = 0; i < StepList.Count; i++) { StepBase curStep = StepList[i]; if (sceneEnum == curStep.CurScene) { curStep.Show(); } else { curStep.Hide(); } } GlobalVars.Instance.CurScene = sceneEnum; EventManager.Instance.UpdateSceneComplete(sceneEnum); }
void SetItemVisibility(GlobalVars.SceneList sceneEnum) { for (int i = 0; i < VisibleItems.Length; i++) { GameObject curObject = VisibleItems[i].Item; curObject.SetActive(false); //loop through our visibility array - if our enum exists, we should show for (int j = 0; j < VisibleItems[i].Visible.Count; j++) { GlobalVars.SceneList curEnum = VisibleItems[i].Visible[j]; if (curEnum == sceneEnum) { curObject.SetActive(true); return; } } } }
public void OnResetClick(int sceneInt) { GlobalVars.SceneList sceneEnum = (GlobalVars.SceneList)sceneInt; EventManager.Instance.UpdateScene(sceneEnum); }
void EventManager_OnUpdateSceneComplete(GlobalVars.SceneList sceneEnum) { SetItemVisibility(sceneEnum); }
void EventManager_OnUpdateScene(GlobalVars.SceneList sceneEnum) { SetCurrentStep(sceneEnum); }
public void ResetWorld() { GlobalVars.SceneList item = (GlobalVars.SceneList) 0; SetCurrentStep(item); }