// Update is called once per frame void Update() { switch (State_Current) { case State_LevelManager.Intro: if (Input.GetKeyDown(KeyCode.Space)) { State_Current = State_LevelManager.Playing; } break; case State_LevelManager.Playing: break; case State_LevelManager.Completed: if (Input.GetKeyDown(KeyCode.Space)) { SceneManager.LoadScene(NextLevelName); } break; } }
// Use this for initialization void Start() { Instance = this; State_Current = State_LevelManager.Intro; }
internal void SetState(State_LevelManager newState) { State_Current = newState; }