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); } }
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); }
// 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()); }
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; } }