protected override void DoAwake() { homeState = stateMachine.GetState <GameStateHome>(); cityState = stateMachine.GetState <GameStateCity>(); EventBus.Subscribe <StartGameEvent>(OnGameStartEvent); SceneManager.sceneLoaded += OnSceneWasLoaded; }
// Use this for initialization void Start() { FSM = new StateMachine(this); GameStateManager.Instance().FSM = FSM; FSM.ChangeState(GameStateHome.Instance()); // FSM.GlobalState = GameGlobalState.Instance (); // FSM.GlobalState.Enter (FSM.Owner); }
public void Message(string message, object[] parameters) { if (message.Equals("Back")) { GameStateManager.Instance().FSM.ChangeState(GameStateHome.Instance()); } else if (message.Equals("SelectLevel")) { DoSelectLevel(parameters); } }
public static GameStateHome Instance() { if (null == m_instance) { lock (m_lockHelper) { if (null == m_instance) { m_instance = new GameStateHome(); } } } return(m_instance); }
private GameStateHome homeState; // string homeState = "Virginia"; protected override void DoAwake() { titleState = stateMachine.GetState <GameStateTitleScreen>(); homeState = stateMachine.GetState <GameStateHome>(); EventBus.Subscribe <ReturnHomeEvent>(OnReturnHomeEvent); }
public EnterHomeEvent(GameStateHome homeState) { this.homeState = homeState; }