GameStateBase getState(GameState state) { GameStateBase gameState; if (states.TryGetValue(state, out gameState)) { return(gameState); } switch (state) { case GameState.Enter: gameState = new GameEnterState(this); break; case GameState.Ready: gameState = new GameReadyState(this); break; case GameState.Gaming: gameState = new GamingState(this); break; case GameState.Goal: gameState = new GoalState(this); break; case GameState.Replay: gameState = new ReplayState(this); break; case GameState.Over: gameState = new GameOverState(this); break; } states.Add(state, gameState); return(gameState); }
private void SetBG(GameReadyState gs) { var bgIdx = (int)gs; if (bgIdx < bgs.Length) { bg.sprite = bgs[(int)gs]; } else { Debug.Log("GameReadyState is over than BgIdx: " + gs.ToString()); return; } }
public void SetGameReadyState(GameReadyState readyState) { gameReadyState = readyState; SetBG(readyState); switch (gameReadyState) { case GameReadyState.SelectInfo: gameInfoReady.InitGameInfoReady(); break; case GameReadyState.SelectCharacter: SetCursorEnable(false); StartCoroutine(MoveToSelectCharacter()); break; } }