private void StateChanged(UnityBattleController.States oldState, UnityBattleController.States newState) { switch (newState) { case UnityBattleController.States.InitBattle: InitEnemies(); InitParty(); _partyParent.gameObject.SetActive(true); _enemyParent.gameObject.SetActive(true); break; case UnityBattleController.States.MainMenu: if (oldState != UnityBattleController.States.InitBattle) { InitEnemies(); } ShowMainMenu(); break; case UnityBattleController.States.SelectAction: ShowActionTypeMenu(); break; case UnityBattleController.States.SelectTargets: HideAllMenus(); break; case UnityBattleController.States.EndBattle: HideAllMenus(); _partyParent.gameObject.SetActive(false); _enemyParent.gameObject.SetActive(false); break; } }
private void StateChanged(UnityBattleController.States oldState, UnityBattleController.States newState) { if (newState != UnityBattleController.States.InitBattle) { return; } //This will later handle things like scene transitions and initial camera movement UnityBattleController.Instance.SetState(UnityBattleController.States.MainMenu); }
private void StateChanged(UnityBattleController.States oldState, UnityBattleController.States newState) { if (newState != UnityBattleController.States.EndBattle) { return; } gameObject.SetActive(true); }