public static void SetState(FGameState newGameState) { switch (gState) { case FGameState.InGame: switch (newGameState) { case FGameState.GamePaused: Manager.GamePause(); break; default: break; } break; case FGameState.GamePaused: switch (newGameState) { case FGameState.InGame: Manager.GameContinue(); break; default: break; } break; case FGameState.WaitingForGame: break; default: break; } }
public static bool Is(FGameState state) { if (Cutscene.IsActive) { return(Flags.Check((uint)FGameState.Cutscene, (uint)state, Flags.CheckType.MatchAny)); } return(Flags.Check((uint)State, (uint)state, Flags.CheckType.MatchAny)); }
public void SpawnStartMenu(FGameState enterGameState, FGameState exitGameState, StartMenuResult result) { GameObject startMenuChildEditor = GUIManager.SpawnNGUIChildEditor(gameObject, GUIManager.Get.NGUIStartMenu, false); //GUIStartMenu startMenu = startMenuChildEditor.GetComponent <GUIStartMenu> (); result.EnterGameState = enterGameState; result.ExitGameState = exitGameState; GUIManager.SendEditObjectToChildEditor <StartMenuResult>(startMenuChildEditor, result); }
public FMenu(FGameState inGameState) : base(inGameState) { }
public FState(FGameState inGameState) { _gameState = inGameState; }
public FGameOver(FGameState inGameState) : base(inGameState) { }
public FGame(FGameState inGameState) : base(inGameState) { }
public FGameExiting(FGameState inGameState) : base(inGameState) { }