예제 #1
0
    private void OnStateChanged(GameManager.STATE state)
    {
        if (state == GameManager.STATE.InShop)
        {
            _shopCanvas.SetActive(true);
        }
        else
        {
            _shopCanvas.SetActive(false);
        }

        if (state == GameManager.STATE.Over)
        {
            _gameOverCanvas.SetActive(true);
        }

        if (state == GameManager.STATE.Paused)
        {
            _pauseCanvas.SetActive(true);
        }
        else
        {
            _pauseCanvas.SetActive(false);
        }
    }
예제 #2
0
 void OnStateChanged(GameManager.STATE state)
 {
     gameStateText.text = string.Format("GAME {0}", state.ToString().ToUpper());
     pauseButton.gameObject.SetActive(state == GameManager.STATE.Running);
     pauseMenu.gameObject.SetActive(state != GameManager.STATE.Running);
     resumeButton.gameObject.SetActive(state != GameManager.STATE.GameOver);
 }
예제 #3
0
//	void OnDestroy(){
//		GameManager.StateChanged -= UpdateUI;
//	}


    public void UpdateUI(GameManager.STATE state)
    {
        pauseButton.gameObject.SetActive(state == GameManager.STATE.Running);
        pauseMenu.gameObject.SetActive(state != GameManager.STATE.Running);
        resumeButton.gameObject.SetActive(state != GameManager.STATE.Over);
        gameStateText.text = string.Format("Game {0}", state.ToString().ToUpper());
    }
예제 #4
0
    public void RegistStatus(int index)
    {
        this.index = index;

        switch (index)
        {
        case 0:
            nextSceneName       = SceneName.SceneNameManager.SCENE_NAME_TITLE;
            nextGameMangerState = GameManager.STATE.TITLE;
            break;

        default:
            nextSceneName       = SceneName.SceneNameManager.SCENE_NAME_CHAPTER_SELECT;
            nextGameMangerState = GameManager.STATE.CHAPTER_SELECT;
            break;
        }
    }