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; } }
// 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()); } }