public int SetState(PlayerBoardAllUIState newState) { curState = newState; posToggler.SetState((int)newState); switch (curState) { case PlayerBoardAllUIState.isTuckedAway: break; case PlayerBoardAllUIState.isExpanded: break; } return((int)newState); }
public int SetState(PurchaseBoardState newState) { curState = newState; posToggler.SetState((int)newState); switch (curState) { case PurchaseBoardState.isTuckedAway: break; case PurchaseBoardState.isExpanded: // need to put any loose dice in the active dice area GameState.GetCurrentGameState().currentPlayer.CollectLooseDice(); break; } return((int)newState); }
public void SetState(int stateIdx) { curState = stateIdx; if (childBar != null) { childBar.SetState(curState); // sets the location of the bar underneath us. } // sets the positions of the slots beneath us to match our current state foreach (BarSlot bs in barSlotList) { PositionToggler tglr = bs.GetComponent <PositionToggler>(); if (tglr != null) { tglr.SetState(curState); } } }