private void Pressed() { InGameState.ContextBase context = new GameState.ContextBase(); context.Level = m_levelName; context.ActionOnEnter = GameState.ContextBase.EntryAction.GameEntry; Game.Instance.GameState.ChangeState(new InGameState(), context); }
private void PlayButtonClicked() { //Change to gamestate GameState.ContextBase context = new GameState.ContextBase(); context.ActionOnEnter = GameState.ContextBase.EntryAction.EditorEntry; context.Level = m_level; Game.Instance.GameState.ChangeState(new InGameState(), context); }
IEnumerator YieldAnimationThenContinueToEditor(float yieldTime) { yield return(new WaitForSeconds(yieldTime)); GameState.ContextBase context = new GameState.ContextBase(); context.ActionOnEnter = GameState.ContextBase.EntryAction.GameEntry; context.Level = "default"; Game.Instance.GameState.ChangeState(new EditorState(), context); }
IEnumerator YieldAnimationThenContinueToEditor(float yieldTime) { yield return new WaitForSeconds(yieldTime); GameState.ContextBase context = new GameState.ContextBase(); context.ActionOnEnter = GameState.ContextBase.EntryAction.GameEntry; context.Level = "default"; Game.Instance.GameState.ChangeState(new EditorState(), context); }
private void SetState(GameState state, GameState.ContextBase context = null) { if (m_currentState != null) m_currentState.End(); m_currentState = state; if(context == null) { context = new GameState.ContextBase(); } m_currentState.Begin(context); }
private void SetState(GameState state, GameState.ContextBase context = null) { if (m_currentState != null) { m_currentState.End(); } m_currentState = state; if (context == null) { context = new GameState.ContextBase(); } m_currentState.Begin(context); }
public void ChangeState(GameState state, GameState.ContextBase context = null) { SetState(state, context); }