// Update is called once per frame void Update() { print(scenario + " SCENARIO"); switch (curState) { case ROWState.instructions: { if (switchToGamePlay) { switchToGamePlay = false; curState = ROWState.gameplay; } break; } case ROWState.gameplay: { if (switchToReset) { switchToReset = false; curState = ROWState.reset; } break; } case ROWState.reset: { StartCoroutine(ShowSituation()); curState = ROWState.gameplay; break; } } }
public void ClosedInstructionsPanel() { switch( curState ) { case ROWState.briefing: instructionsUI.SetActive( true ); curState = ROWState.instructions; break; case ROWState.instructions: StartGame(); break; } }
public void ClosedInstructionsPanel() { switch (curState) { case ROWState.briefing: instructionsUI.SetActive(true); curState = ROWState.instructions; break; case ROWState.instructions: StartGame(); break; } }
// Update is called once per frame void Update() { print (scenario + " SCENARIO"); switch (curState) { case ROWState.instructions: { if (switchToGamePlay) { switchToGamePlay = false; curState = ROWState.gameplay; } break; } case ROWState.gameplay: { if (switchToReset) { switchToReset = false; curState = ROWState.reset; } break; } case ROWState.reset: { StartCoroutine ( ShowSituation() ); curState = ROWState.gameplay; break; } } }
void Start() { curState = ROWState.briefing; ToggleBoatMovement (false); }
void Start() { curState = ROWState.briefing; ToggleBoatMovement(false); }