public void StateChange(EGameScenes gameScenes) { // Assign new game state _nextState = new GameManagerStateMainMenu(_gameManagerInstance); // Load next scene -> main menu string l_scene = string.Empty; if (_gameManagerInstance.GameScenesDictionary.TryGetValue(gameScenes, out l_scene)) { SceneManager.LoadScene(l_scene); } }
public void StateChange(EGameScenes gameScenes) { // Assign new game state switch (gameScenes) { case EGameScenes.LevelsMenu: { // Assing new game state _nextState = new GameManagerStateLevelsMenu(_gameManagerInstance); } break; case EGameScenes.TestLevel: { // Level scene to be loaded next _gameManagerInstance.LevelLoadNextScene = gameScenes; // Assing new game state _nextState = new GameManagerStateLevelLoad(_gameManagerInstance); // Load LevelLoad scene that will load the next level asynchronously gameScenes = EGameScenes.LevelLoad; } break; case EGameScenes.SettingsMenu: { // Assing settings game state _nextState = new GameManagerStateSettingsMenu(_gameManagerInstance); } break; default: _nextState = new GameManagerStateMainMenu(_gameManagerInstance); break; } // Load next scene string l_scene = string.Empty; if (_gameManagerInstance.GameScenesDictionary.TryGetValue(gameScenes, out l_scene)) { SceneManager.LoadScene(l_scene); } }
public void StateChange(EGameScenes gameScenes) { // Assign new game state switch (gameScenes) { case EGameScenes.MainMenu: _nextState = new GameManagerStateMainMenu(_gameManagerInstance); break; default: _nextState = new GameManagerStateMainMenu(_gameManagerInstance); break; } // Load next scene string l_scene = string.Empty; if (_gameManagerInstance.GameScenesDictionary.TryGetValue(gameScenes, out l_scene)) { SceneManager.LoadScene(l_scene); } }