public void OnCapture(StateUi state) { this.state = state; if (state == StateUi.difficalty || state == StateUi.squad || state == StateUi.unit) { SetState(StateUi.menu); } }
private void OnPauseOff(StateUi obj) { gameManager.PlayBattle(); }
public void SetState(StateUi newState) { switch (state) { case StateUi.none: gameMenu.Activate = false; difficultMenu.Activate = false; BattleMenuActivate(false); stand.Activate = false; endGameMenu.Activate = false; pauseMenu.Activate = false; squadMenu.Activate = false; unitMenu.Activate = false; break; case StateUi.menu: gameMenu.Activate = false; stand.Activate = false; break; case StateUi.difficalty: difficultMenu.Activate = false; break; case StateUi.squad: squadMenu.Activate = false; break; case StateUi.battle: break; case StateUi.battleEnd: BattleMenuActivate(false); endGameMenu.Activate = false; break; case StateUi.pause: pauseMenu.Activate = false; break; case StateUi.option: break; case StateUi.unit: unitMenu.Activate = false; break; default: break; } switch (newState) { case StateUi.menu: gameMenu.Activate = true; stand.Activate = true; break; case StateUi.squad: squadMenu.Activate = true; break; case StateUi.difficalty: difficultMenu.Activate = true; break; case StateUi.battle: BattleMenuActivate(true); break; case StateUi.pause: pauseMenu.Activate = true; break; case StateUi.battleEnd: endGameMenu.Activate = true; BattleMenuActivate(false); break; case StateUi.unit: unitMenu.Activate = true; stand.Activate = true; break; default: break; } state = newState; }