105 lines
2.3 KiB
C#
105 lines
2.3 KiB
C#
using UnityEngine;
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public class InGameGUI : MonoBehaviour
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{
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public GameObject buildMenuPrefab;
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public GameObject flightMenuPrefab;
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public GameObject previewMenuPrefab;
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public GameObject pauseMenuPrefab;
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public GameObject levelCompleteMenuPrefab;
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private GameObject buildMenu;
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private GameObject flightMenu;
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private GameObject previewMenu;
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private GameObject pauseMenu;
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private GameObject levelCompleteMenu;
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private GameObject currentMenu;
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private void Awake()
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{
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buildMenu = InstantiateMenu(buildMenuPrefab);
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flightMenu = InstantiateMenu(flightMenuPrefab);
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previewMenu = InstantiateMenu(previewMenuPrefab);
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pauseMenu = InstantiateMenu(pauseMenuPrefab);
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levelCompleteMenu = InstantiateMenu(levelCompleteMenuPrefab);
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}
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private GameObject InstantiateMenu(GameObject prefab)
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{
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GameObject gameObject = (GameObject)Object.Instantiate(prefab);
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gameObject.name = prefab.name;
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gameObject.transform.position = base.transform.position;
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gameObject.transform.parent = base.transform;
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gameObject.SetActiveRecursively(false);
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return gameObject;
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}
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private void OnEnable()
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{
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EventManager.Connect<GameStateChanged>(ReceiveGameStateChangedEvent);
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}
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private void OnDisable()
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{
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EventManager.Connect<GameStateChanged>(ReceiveGameStateChangedEvent);
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}
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private void ReceiveGameStateChangedEvent(GameStateChanged data)
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{
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switch (data.state)
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{
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case LevelManager.GameState.Building:
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SetMenu(buildMenu);
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break;
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case LevelManager.GameState.Running:
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SetMenu(flightMenu);
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break;
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case LevelManager.GameState.PreviewWhileBuilding:
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SetMenu(previewMenu);
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break;
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case LevelManager.GameState.PreviewWhileRunning:
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SetMenu(previewMenu);
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break;
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case LevelManager.GameState.PausedWhileBuilding:
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SetMenu(pauseMenu);
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break;
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case LevelManager.GameState.PausedWhileRunning:
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SetMenu(pauseMenu);
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break;
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case LevelManager.GameState.Completed:
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SetMenu(levelCompleteMenu);
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break;
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case LevelManager.GameState.Preview:
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case LevelManager.GameState.PreviewMoving:
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case LevelManager.GameState.Continue:
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break;
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}
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}
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private void SetMenu(GameObject menu)
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{
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HideCurrentMenu();
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currentMenu = menu;
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if ((bool)currentMenu)
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{
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currentMenu.SetActiveRecursively(true);
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}
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}
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public void HideCurrentMenu()
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{
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if ((bool)currentMenu)
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{
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currentMenu.SetActiveRecursively(false);
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}
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}
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}
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