// Use this for initialization void Start() { { load_mananger = gameObject.GetComponent<InitializeScreen>(); helper = gameObject.AddComponent<BackEndHelper>(); states = new Dictionary<State, GameObject>(); states.Add(State.TherapistRegistraion, TherapistRegisterMenu); states.Add(State.Login, Login_Menu); states.Add(State.TherapistProfile, TherapistProfileMenu); states.Add(State.PatientProfile, PatientProfileMenu); states.Add(State.PatientRegistration, PatientRegistrationMenu); states.Add(State.PostData, PostDataMenu); states.Add(State.ChangeTherapistInfo, UpdateTherapistMenu); states.Add(State.ChangePatientInfo, UpdatePatientMenu); current_state = State.Login; error_sound = GameObject.Find("Menus").GetComponents<AudioSource>()[1]; started = false; } }
// Use this for initialization void Start() { { load_mananger = gameObject.GetComponent<InitializeScreen>(); helper = gameObject.AddComponent<BackEndHelper>(); states = new Dictionary<State, GameObject>(); states.Add(State.TherapistRegistraion, TherapistRegisterMenu); states.Add(State.Login, Login_Menu); states.Add(State.TherapistProfile, TherapistProfileMenu); states.Add(State.PatientProfile, PatientProfileMenu); states.Add(State.PatientRegistration, PatientRegistrationMenu); states.Add(State.PostData, PostDataMenu); current_state = State.Login; foreach(KeyValuePair<State, GameObject> pair in states) { if (pair.Key != current_state) pair.Value.SetActive(false); } error_sound = GameObject.Find("Menus").GetComponents<AudioSource>()[1]; } }