public void ChangeState(GameStates state) { SetAllObjectsUnactive(); m_gameState = state; if (state == GameStates.Gameplay) { m_audioManager.PlaySong(m_nextLevel.MusicName); m_audioManager.StopSong(); m_gameplayObject.SetActive(true); m_gameplayManager.Init(m_nextLevel); } else if (state == GameStates.LevelEditor) { m_levelEditorManager.Init(); m_levelEditorObject.SetActive(true); } else if (state == GameStates.LevelSelect) { m_levelSelectObject.SetActive(true); m_levelManager.LoadLevels(); m_levelSelectManager.Init(); } else if (state == GameStates.Options) { m_optionsObject.SetActive(true); m_optionsManager.Init(); } else if (state == GameStates.MainMenu) { m_mainMenuObject.SetActive(true); m_mainMenuManager.Wait(); } else if (state == GameStates.Tutorial) { m_tutorialObject.SetActive(true); m_tutorialManager.Init(); } else if (state == GameStates.ResultScreen) { m_resultsScreenObject.SetActive(true); } }
// Use this for initialization void Awake() { Debug.Log("creando los planos"); Camera.main.GetComponent <LevelEditorCamera>().SetupBounds(canvasSize); LevelEditorManager.Init(Mathf.FloorToInt(canvasSize.x), Mathf.FloorToInt(canvasSize.y)); }