示例#1
0
    public void setMenuState(string p_menuState)
    {
        switch (p_menuState)
        {
        case ("main"):
            menuState = e_MenuState.Main;
            break;

        case ("mode"):
            menuState = e_MenuState.Mode;
            break;

        case ("rules"):
            menuState = e_MenuState.Rules;
            break;
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        switch (menuState)
        {
        case (e_MenuState.Rules):

            MainMenu.SetActive(false);
            RulesObject.SetActive(true);
            break;

        case (e_MenuState.Mode):

            MainMenu.SetActive(false);
            ModeObject.SetActive(true);
            break;

        case (e_MenuState.Main):

            MainMenu.SetActive(true);
            ModeObject.SetActive(false);
            RulesObject.SetActive(false);
            break;

        default:
            menuState = e_MenuState.Idle;
            break;
        }
        if (isFallingDownFinished)
        {
            for (int i = 0; i < t_Title.Length; i++)
            {
                t_Title [i].gameObject.SetActive(false);
            }
            titleMenu.gameObject.SetActive(true);
            isFallingDownFinished = false;
            StartCoroutine(titleUp());
        }
    }