private void OnExit(EctypeStatus oldStatus, EctypeStatus newStatus) { switch (oldStatus) { case EctypeStatus.SynBegin: break; case EctypeStatus.WaitSynBegin: break; case EctypeStatus.Init: break; case EctypeStatus.SynEnd: break; case EctypeStatus.WaitSynEnd: break; case EctypeStatus.Award: break; case EctypeStatus.EctypeEnd: break; default: break; } return; }
private void SetStatus(EctypeStatus status) { if (mStatus == status) { return; } EctypeStatus oldStatus = mStatus; EctypeStatus newStatus = status; OnExit(oldStatus, newStatus); mStatus = status; OnEnter(oldStatus, newStatus); }
private void OnEnter(EctypeStatus oldStatus, EctypeStatus newStatus) { switch (newStatus) { case EctypeStatus.SynBegin: break; case EctypeStatus.WaitSynBegin: break; case EctypeStatus.Load: { GameMgr.Instance.m_clientMgr.EnterEctype(null); } break; case EctypeStatus.Loading: break; case EctypeStatus.Init: break; case EctypeStatus.SynEnd: break; case EctypeStatus.WaitSynEnd: break; case EctypeStatus.Award: break; case EctypeStatus.EctypeEnd: break; default: break; } return; }