IEnumerator WaitTilObjectDestroy(BaseMenuState menuState, GameObject menuStateGO) { GameObject.Destroy(menuStateGO); while (menuStateGO != null) { yield return(null); } SceneManager.UnloadScene(menuState.SceneName); Resources.UnloadUnusedAssets(); Release(); }
public void EnteredMenuState(BaseMenuState menuState) { MenuStateEnteredSignal.Dispatch(menuState); }
public void SetupMenu(BaseMenuState menuState) { MenuState = menuState; SetupSceneDependentMenu(); }
void OnMenuStateEntered(BaseMenuState menuState) { ProcessNextMenuStateSignal.Dispatch(menuState); }