public void RequestState(CORE_STATE eState) { eRequestedState = eState; }
// Update is called once per frame void Update() { bIsEscPressed = (Input.GetAxisRaw("Cancel") > 0.0f); if (eRequestedState != eCurrentState) { switch (eCurrentState) { case CORE_STATE.VOID: { Exit_Void(); break; } case CORE_STATE.START_MENU: { Exit_StartMenu(); break; } case CORE_STATE.IN_GAME: { Exit_InGame(); break; } case CORE_STATE.PAUSE_MENU: { Exit_PauseMenu(); break; } case CORE_STATE.END_GAME_MENU: { Exit_EndGameMenu(); break; } default: { break; } } switch (eRequestedState) { case CORE_STATE.VOID: { Enter_Void(); break; } case CORE_STATE.START_MENU: { Enter_StartMenu(); break; } case CORE_STATE.IN_GAME: { Enter_InGame(); break; } case CORE_STATE.PAUSE_MENU: { Enter_PauseMenu(); break; } case CORE_STATE.END_GAME_MENU: { Enter_EndGameMenu(); break; } default: { break; } } } eCurrentState = eRequestedState; switch (eCurrentState) { case CORE_STATE.VOID: { Update_Void(); break; } case CORE_STATE.START_MENU: { Update_StartMenu(); break; } case CORE_STATE.IN_GAME: { Update_InGame(); break; } case CORE_STATE.PAUSE_MENU: { Update_PauseMenu(); break; } case CORE_STATE.END_GAME_MENU: { Update_EndGameMenu(); break; } default: { break; } } bWasEscPressed = bIsEscPressed; }