void ExitState(EnumClass.eBattleState battlestate) { Debug.Log(string.Format("{0} 상태 퇴장", battlestate.ToString())); switch (battlestate) { case EnumClass.eBattleState.BattleWait: _gameWaitObj.SetActive(false); break; case EnumClass.eBattleState.ScanCard: _projectBoard.gameObject.SetActive(false); _reaCardTimeText.gameObject.SetActive(false); break; case EnumClass.eBattleState.FirstPickCard: _projectBoard.gameObject.SetActive(false); _playerCardSlot.SetActive(false); _cubeSlot.SetActive(false); break; case EnumClass.eBattleState.SelectAction: _selectActionObj.SetActive(false); _playerCardSlot.SetActive(false); _cubeSlot.SetActive(false); _informText.gameObject.SetActive(false); break; case EnumClass.eBattleState.SelectProjectCard: _projectBoard.gameObject.SetActive(false); _playerCardSlot.SetActive(false); _cubeSlot.SetActive(false); break; case EnumClass.eBattleState.RotateMyCard: _rotateCardObj.SetActive(false); _playerCardSlot.SetActive(false); _cubeSlot.SetActive(false); break; case EnumClass.eBattleState.SelectMyCard: _projectBoard.gameObject.SetActive(false); _playerCardSlot.SetActive(false); _cubeSlot.SetActive(false); break; case EnumClass.eBattleState.SelectField: _informText.gameObject.SetActive(false); _selectFieldObj.SetActive(false); break; } }
void EnterState(EnumClass.eBattleState battlestate) { Debug.Log(string.Format("{0} 상태 입장", battlestate.ToString())); switch (battlestate) { case EnumClass.eBattleState.BattleWait: _gameWaitObj.SetActive(true); break; case EnumClass.eBattleState.ScanCard: InitBattleInfo(); _readTimeCount = 5; _projectBoard.gameObject.SetActive(true); _reaCardTimeText.gameObject.SetActive(true); break; case EnumClass.eBattleState.FirstPickCard: _projectBoard.gameObject.SetActive(true); _playerCardSlot.SetActive(true); _cubeSlot.SetActive(true); break; case EnumClass.eBattleState.SelectAction: _playerCardSlot.SetActive(true); _cubeSlot.SetActive(true); break; case EnumClass.eBattleState.SelectProjectCard: _projectBoard.gameObject.SetActive(true); _playerCardSlot.SetActive(true); _cubeSlot.SetActive(true); break; case EnumClass.eBattleState.RotateMyCard: _rotateCardObj.SetActive(true); _playerCardSlot.SetActive(true); _cubeSlot.SetActive(true); break; case EnumClass.eBattleState.SelectMyCard: _projectBoard.gameObject.SetActive(true); _playerCardSlot.SetActive(true); _cubeSlot.SetActive(true); break; case EnumClass.eBattleState.SelectField: break; } }