void Start() { currState = ConformationStateMachine.confirm.sleep; win = this.gameObject.GetComponent <Canvas>(); doState = new state[] { Sleep, Yes, No }; win.enabled = false; }
void Update() { if (!Kernel.enabled) { ConformationStateMachine.confirm prevState = currState; currState = machine.update(); if (prevState != currState) { foreach (GameObject g in cursors) { g.SetActive(false); } int cursor = (int)currState - 1; if (cursor >= 0) { cursors[cursor].SetActive(true); } } doState[(int)currState](); } }