/// <summary> /// Description: Set the state of the overworld controller after a certain amount of time /// Rationale: Should be able to control state of the overworld controller /// </summary> /// <param name="delay">Time to wait before setting the state of the overworld controller</param> /// <returns>An IEnumerator</returns> private IEnumerator SetCurrentState(LevelMenuState levelMenuState, float delay) { if (delay > 0) { yield return(new WaitForSeconds(delay)); } CurrentState = levelMenuState; }
/// <summary> /// Description: Set the state of the overworld controller to [a level has been] /// Rationale: Should be able to control state of the overworld controller /// </summary> public void SetSelectedState() { CurrentState = LevelMenuState.Selected; }
/// <summary> /// Description: Set the state of the overworld controller to selecting [a level] /// Rationale: Should be able to control state of the overworld controller /// </summary> public void SetSelectingState() { CurrentState = LevelMenuState.Selecting; }
/// <summary> /// Description: Set the state of the overworld controller to transitioning [to a level] /// Rationale: Should be able to control state of the overworld controller /// </summary> public void SetTransitioningState() { CurrentState = LevelMenuState.Transitioning; }