private void HideMenuAtState(UIManager.State g) { switch (g) { default: HideMenu(GetMenuForState(g)); break; } }
public void PopMenuToState(UIManager.State g) { if (navigationStack.Count != 0) { HideMenuAtState(NavigationStackPeek()); } while (NavigationStackPeek() != g) { navigationStack.Pop(); HideMenuAtState(NavigationStackPeek()); } InformUIManager(g); ShowMenuAtState(g); }
public void PushMenu(UIManager.State g) { if (GetMenuForState(g).isPopup == false) { if (navigationStack.Count != 0) { HideMenuAtState(NavigationStackPeek()); } } navigationStack.Push(g); InformUIManager(g); ShowMenuAtState(g); previousState = currentState; currentState = g; }
public void PopMenu() { if (navigationStack.Count != 0) { HideMenuAtState(NavigationStackPeek()); } if (navigationStack.Count == 1) { return; } navigationStack.Pop(); UIManager.State g = NavigationStackPeek(); InformUIManager(g); ShowMenuAtState(g); previousState = currentState; currentState = g; //GameManager.Instance.GetComponent<AudioSource>().PlayOneShot(GameManager.Instance.click); }
public BaseUI GetMenuForState(UIManager.State g) { return(menuTable[g] as BaseUI); }
private void InformUIManager(UIManager.State g) { ChangeStateTo(g); }
public void SwitchSceneAndState(string sceneName, UIManager.State g) { SceneManager.LoadScene(sceneName); ChangeStateTo(g); }
public void UpdateState(UIManager.State g) { }