private void ChangeGameState(EventsManager.GameState state) { switch (state) { case EventsManager.GameState.Menu: gameUI.SetActive(false); mainMenu.SetActive(true); if (score > best) { best = score; SaveData(); } score = 0; UpdateText(); break; case EventsManager.GameState.Play: mainMenu.SetActive(false); gameUI.SetActive(true); UpdateText(); break; case EventsManager.GameState.Win: AddScore(); break; default: break; } }
private void ChangeStateTrigger(EventsManager.GameState state) { switch (state) { case EventsManager.GameState.Menu: TransitionToState(menuState); break; case EventsManager.GameState.Play: break; case EventsManager.GameState.Win: TransitionToState(startState); break; default: break; } }
private void ChangeGameState(EventsManager.GameState state) { switch (state) { case EventsManager.GameState.Menu: isEsenable = true; break; case EventsManager.GameState.Play: isEsenable = false; break; case EventsManager.GameState.Win: break; default: break; } }