예제 #1
0
 public void UpdateSceneComplete(GlobalVars.SceneList sceneEnum)
 {
     if (OnUpdateSceneComplete != null)
     {
         OnUpdateSceneComplete(sceneEnum);
     }
 }
 void SetCurrentStep(GlobalVars.SceneList sceneEnum)
 {
     for (int i = 0; i < StepList.Count; i++)
     {
         StepBase curStep = StepList[i];
         if (sceneEnum == curStep.CurScene)
         {
             curStep.Show();
         }
         else
         {
             curStep.Hide();
         }
     }
     GlobalVars.Instance.CurScene = sceneEnum;
     EventManager.Instance.UpdateSceneComplete(sceneEnum);
 }
예제 #3
0
 void SetItemVisibility(GlobalVars.SceneList sceneEnum)
 {
     for (int i = 0; i < VisibleItems.Length; i++)
     {
         GameObject curObject = VisibleItems[i].Item;
         curObject.SetActive(false);
         //loop through our visibility array - if our enum exists, we should show
         for (int j = 0; j < VisibleItems[i].Visible.Count; j++)
         {
             GlobalVars.SceneList curEnum = VisibleItems[i].Visible[j];
             if (curEnum == sceneEnum)
             {
                 curObject.SetActive(true);
                 return;
             }
         }
     }
 }
예제 #4
0
 public void OnResetClick(int sceneInt)
 {
     GlobalVars.SceneList sceneEnum = (GlobalVars.SceneList)sceneInt;
     EventManager.Instance.UpdateScene(sceneEnum);
 }
예제 #5
0
 void EventManager_OnUpdateSceneComplete(GlobalVars.SceneList sceneEnum)
 {
     SetItemVisibility(sceneEnum);
 }
 void EventManager_OnUpdateScene(GlobalVars.SceneList sceneEnum)
 {
     SetCurrentStep(sceneEnum);
 }
 public void ResetWorld()
 {
     GlobalVars.SceneList item = (GlobalVars.SceneList) 0;
     SetCurrentStep(item);
 }