public void SetGamePhase(PhaseGame phaseGame) { if (phase == phaseGame) { return; } _phase = phaseGame; GameManagerEvent.phaseGame.Invoke(_phase); switch (phase) { case PhaseGame.None: break; case PhaseGame.BeforePlay: break; case PhaseGame.Start: StartGame(); break; case PhaseGame.Playing: break; case PhaseGame.AfterPlay: break; case PhaseGame.End: SceneManager.LoadScene("Main"); break; } }
public void GetPhaseGame(PhaseGame phase) { if (phase != PhaseGame.AfterPlay) { foreach (PhaseGame p in phaseGame) { if (p == phase) { Open(); break; } } } else if (phase == PhaseGame.AfterPlay) { StartCoroutine(StartStoryDelay(5)); } }