public GoalData(Transform mTransform, float mMoveTime, VisitStates mVisitStateLevel, GameObject iniator) { this.mTransform = mTransform; this.mMoveTime = mMoveTime; this.mVisitStateLevel = mVisitStateLevel; this.mIniator = iniator; }
/// <summary> /// States the changed received here from VisitManager /// </summary> /// <param name='state'> /// State given by the Visit Manager /// </param> void stateChanged(VisitStates state) { bool inPlanState = (state == VisitStates.Plan); mCategorieGUI.SetActive(inPlanState); if(inPlanState) { updateVisibleMarkers(); } else { hideAllMarkers(); } }
/// <summary> /// States the changed received here from VisitManager /// </summary> /// <param name='state'> /// State given by the Visit Manager /// </param> void stateChanged(VisitStates state) { mVisitText.text = state.ToString(); }
/// <summary> /// Changes the state and perfom some actions /// </summary> /// <param name='newState'> /// New state. /// </param> void changeState(VisitStates newState) { mVisitState = newState; /* // What to do depending on state when just changing state switch (newState) { case CategoriesState.Plan: notifyWallsToBeTransparent (false); break; case CategoriesState.Room: notifyWallsToBeTransparent (true); break; case CategoriesState.Art: notifyWallsToBeTransparent (false); break; }*/ //BroadcastMessage (Messages.stateChanged, mVisitState); // Prevent others component... }