public static void SendSIG(GAME_SIG game_sig) { if (game_sig != GAME_SIG.Non) { UpdateState(game_sig); } }
private static void UpdateState(GAME_SIG game_sig) { switch (now_state) { case GAME_STAT.Menu: if (game_sig == GAME_SIG.Game) { now_state = GAME_STAT.Game; } else if (game_sig == GAME_SIG.Tutorial) { now_state = GAME_STAT.Tutorial; } break; case GAME_STAT.Game: if (game_sig == GAME_SIG.Menu) { now_state = GAME_STAT.Menu; } else if (game_sig == GAME_SIG.Pause) { now_state = GAME_STAT.Pause; } else if (game_sig == GAME_SIG.GameOver) { now_state = GAME_STAT.GameOver; } break; case GAME_STAT.Tutorial: if (game_sig == GAME_SIG.Game) { now_state = GAME_STAT.Game; } else if (game_sig == GAME_SIG.Menu) { now_state = GAME_STAT.Menu; } break; case GAME_STAT.Pause: if (game_sig == GAME_SIG.Game) { now_state = GAME_STAT.Game; } break; case GAME_STAT.GameOver: if (game_sig == GAME_SIG.Game) { now_state = GAME_STAT.Game; } else if (game_sig == GAME_SIG.Menu) { now_state = GAME_STAT.Menu; } break; default: Debug.Log("Error!! Invalid game state: " + now_state); break; } }