private void ChangeState(RebellionOrganizeMode iMode) { _iMode = iMode; switch (iMode) { case RebellionOrganizeMode.Main: _uiFleetSelector.ReqMode(RebellionOrganizeMode.Main, 0.2f, STATE_CHANGE_EASING); _uiHeader.Show(null); _uiParticipatingFleetSelector.Show(null); _uiFleetShipsList.Hide(delegate { _clsState.AddState(InitMainProcess, UpdateMainProcess); }); break; case RebellionOrganizeMode.Detail: _uiFleetSelector.ReqMode(RebellionOrganizeMode.Detail, 0.2f, STATE_CHANGE_EASING); _uiHeader.Hide(null); _uiParticipatingFleetSelector.Hide(null); _uiFleetShipsList.Show(delegate { _clsState.AddState(InitDetailProcess, UpdateDetailProcess); }); break; } }
private bool Setup() { _isDecide = false; _iMode = RebellionOrganizeMode.Main; _clsState = new StatementMachine(); Observable.FromCoroutine(InstantiateObjects).Subscribe(delegate { Init(); }).AddTo(base.gameObject); return(true); }