/// <summary> /// Creates the requested game state entity /// </summary> /// <param name="gameState">State we want to create</param> /// <returns>The requested game state entity</returns> internal GameStateEntity CreateState(Enumerators.GameStateTypes gameState) { switch (gameState) { case Enumerators.GameStateTypes.START_GAMEPLAY: return(_gamePlayFactory.Create()); case Enumerators.GameStateTypes.MENU: return(_menuStateFactory.Create()); } return(null); }
/// <summary> /// Creates the requested game state entity /// </summary> /// <param name="gameState">State we want to create</param> /// <returns>The requested game state entity</returns> internal GameStateEntity CreateState(GameState gameState) { switch (gameState) { case GameState.Menu: return(_menuFactory.Create()); case GameState.Gameplay: return(_gameplayFactory.Create()); case GameState.GameOver: return(_gameOverFactory.Create()); case GameState.Victory: return(_victoryFactory.Create()); } throw Assert.CreateException("Code should not be reached"); }