示例#1
0
 // Called internally when the new transition actually happens, at the start of the frame AFTER the Goto state was called
 private void EnteredNewState(EEngineState newState)
 {
     engineState = newState;
 }
示例#2
0
    void setEngineState(EEngineState state)
    {
        if (m_state == state)
        {
            return;
        }

        switch (m_state)
        {
        case EEngineState.view1:
        {
            m_view1_Panel.SetActive(false);
            break;
        };

        case EEngineState.view2:
        {
            m_view2_Panel.SetActive(false);
            break;
        };

        case EEngineState.options:
        {
            m_options_Panel.SetActive(false);
            break;
        };

        case EEngineState.help_quality:
        {
            m_helpQuality_Panel.SetActive(false);
            break;
        };
        }
        ;

        switch (state)
        {
        case EEngineState.view1:
        {
            m_view1_Panel.SetActive(true);
            m_Camera_setView(CameraView.view1);
            break;
        };

        case EEngineState.view2:
        {
            m_view2_Panel.SetActive(true);
            m_Camera_setView(CameraView.view2);
            break;
        };

        case EEngineState.options:
        {
            m_options_Panel.SetActive(true);
            m_Camera_setView(CameraView.view1);
            break;
        };

        case EEngineState.help_quality:
        {
            m_helpQuality_Panel.SetActive(true);
            break;
        };
        }
        ;

        m_state = state;
    }
示例#3
0
 /// <summary>
 /// Puts the enigine into the new state causing it to change upadate / render sate and mode
 /// Does not actually transition until this update cycle is over
 /// </summary>
 public void GotoState(EEngineState newState)
 {
     gotoNewState = true;
     nextState    = newState;
 }