public void SwitchUI(UIState state) { switch (state) { case UIState.MainMenu: _mainMenu.Show(); _inGameUI.Hide(); _pauseMenu.Hide(); _endGameMenu.Hide(); break; case UIState.InGame: _mainMenu.Hide(); _inGameUI.Show(); _pauseMenu.Hide(); _endGameMenu.Hide(); break; case UIState.Pause: _mainMenu.Hide(); _inGameUI.Hide(); _pauseMenu.Show(); _endGameMenu.Hide(); break; case UIState.EndGame: _mainMenu.Hide(); _inGameUI.Hide(); _pauseMenu.Hide(); _endGameMenu.Show(); break; } }
/// <summary> /// State enter event. Initializes state internal variables and prepares view elements. /// </summary> public override void Enter() { base.Enter(); GameManager manager = GameManager.Instance(); ui = manager.GameUIInstance.InGameUIInstance; LookupMapManager(); AttachUiEventHandlers(); PrepareCameras(); AttachMapEventHandlers(); currentPlayer = 0; BeginTurn(); ui.Show(); }
public void SwitchUI(UIState state) { switch (state) { case UIState.StartGame: _startGameMenu.Show(); _inGameUI.Hide(); _pauseMenu.Hide(); _winGameMenu.Hide(); _loseGameMenu.Hide(); break; case UIState.InGame: _startGameMenu.Hide(); _inGameUI.Show(); _pauseMenu.Hide(); _winGameMenu.Hide(); _loseGameMenu.Hide(); break; case UIState.Pause: _startGameMenu.Hide(); _inGameUI.Hide(); _pauseMenu.Show(); _winGameMenu.Hide(); _loseGameMenu.Hide(); break; case UIState.WinGame: _startGameMenu.Hide(); _inGameUI.Hide(); _pauseMenu.Hide(); _winGameMenu.Show(); _loseGameMenu.Hide(); break; case UIState.LoseGame: _startGameMenu.Hide(); _inGameUI.Hide(); _pauseMenu.Hide(); _winGameMenu.Hide(); _loseGameMenu.Show(); break; } }