void EnableInput(INPUTLAYER a_inputLayer) { switch (a_inputLayer) { case INPUTLAYER.MENU_MAIN: { m_mainMenuState.EnableInput(true); m_pauseMenuState.EnableInput(false); m_inGameState.EnableInput(false); m_tacticScreenState.EnableInput(false); m_campaignScreenState.EnableInput(false); break; } case INPUTLAYER.MENU_PAUSE: { m_mainMenuState.EnableInput(false); m_pauseMenuState.EnableInput(true); m_inGameState.EnableInput(false); m_tacticScreenState.EnableInput(false); m_campaignScreenState.EnableInput(false); break; } case INPUTLAYER.GAME_SIMULATION: { m_mainMenuState.EnableInput(false); m_pauseMenuState.EnableInput(false); m_inGameState.EnableInput(true); m_tacticScreenState.EnableInput(false); m_campaignScreenState.EnableInput(false); break; } case INPUTLAYER.GAME_TACTICSCREEN: { m_mainMenuState.EnableInput(false); m_pauseMenuState.EnableInput(false); m_inGameState.EnableInput(false); m_tacticScreenState.EnableInput(true); m_campaignScreenState.EnableInput(false); break; } case INPUTLAYER.GAME_CAMPAIGNSCREEN: { m_mainMenuState.EnableInput(false); m_pauseMenuState.EnableInput(false); m_inGameState.EnableInput(false); m_tacticScreenState.EnableInput(false); m_campaignScreenState.EnableInput(true); break; } } }
// Use this for initialization void Start() { m_currentState = STATE.GAME_SIMULATION; m_currentInputLayer = INPUTLAYER.GAME_SIMULATION; }