void OnGameStateChanged(GameStates state) { if (state == GameStates.Game) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } else { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } pauseScreen.SetState(state == GameStates.Pause); gameScreen.SetState(state == GameStates.Game || state == GameStates.Inventory); finishScreen.SetState(state == GameStates.Finish); dialogScreen.SetState(state == GameStates.Dialog); InventoryScreen.SetState(state == GameStates.Inventory); }
private void OnGameStateChanged(GameStates state) { Cursor.lockState = state == GameStates.Game ? CursorLockMode.Locked : CursorLockMode.None; aboutScreen.Hide(); optionsScreen.Hide(); effectsScreen.SetState(state != GameStates.MainMenu && state != GameStates.Loading); loadingScreen.SetState(state == GameStates.Loading); gameScreen.SetState(state == GameStates.Game); JournalScreen.SetState(state == GameStates.Notes); pageScreen.SetState(state == GameStates.ReadNote); inventorySceen.SetState(state == GameStates.Inventory); containerScreen.SetState(state == GameStates.Container); pauseScreen.SetState(state == GameStates.Pause); mainMenuScreen.SetState(state == GameStates.MainMenu); actionsScreen.SetState(state == GameStates.ActionsList); deathScreen.SetState(state == GameStates.Death); gameComplete.SetState(state == GameStates.GameComplete); passwordScreen.SetState(state == GameStates.PasswordInput); }