//========================================Main switch case for canvas changing public void SwitchMenu(MenuInfo.MenuStates toState) { //only runs if they are allowed to naviate the menus if (canNavigate) { switch (toState) { case MenuInfo.MenuStates.Main: //0 ExclusiveEnabled(mainCanvases, 0); GameManager.instance.MainMenuOpen(); break; case MenuInfo.MenuStates.Profiles: //1 ExclusiveEnabled(mainCanvases, 1); ProfileManager.instance.OnProfilesEnter(); break; case MenuInfo.MenuStates.Records: //2 ExclusiveEnabled(mainCanvases, 2); break; case MenuInfo.MenuStates.Session: //3 ExclusiveEnabled(mainCanvases, 3); SessionManager.instance.OnSessionButtonHit(); break; } c_MenuState = toState; UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(defaultButtons[(int)toState]); } }
//========================================Main switch case for canvas changing public void SwitchMenu(MenuInfo.MenuStates toState) { //only runs if they are allowed to naviate the menus if (canNavigate) { switch (toState) { case MenuInfo.MenuStates.Main: //0 ExclusiveEnabled (mainCanvases, 0); GameManager.instance.MainMenuOpen (); break; case MenuInfo.MenuStates.Profiles: //1 ExclusiveEnabled (mainCanvases, 1); ProfileManager.instance.OnProfilesEnter (); break; case MenuInfo.MenuStates.Records: //2 ExclusiveEnabled (mainCanvases, 2); break; case MenuInfo.MenuStates.Session: //3 ExclusiveEnabled (mainCanvases, 3); SessionManager.instance.OnSessionButtonHit(); break; } c_MenuState = toState; UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(defaultButtons[(int)toState]); } }