// // ©2015 - 2025 Candy Smith // // All rights reserved // // Redistribution of this software is strictly not allowed. // // Copy of this software can be obtained from unity asset store only. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE // // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // // THE SOFTWARE. using UnityEngine; using WordsToolkit.Scripts.System; using VContainer; using UnityEngine.Events; namespace WordsToolkit.Scripts.Gameplay.Managers { public class StateManager : MonoBehaviour { [SerializeField] private GameObject[] mainMenus; [SerializeField] private GameObject[] maps; [SerializeField] private GameObject[] games; private EScreenStates _currentState; public UnityEvent OnStateChanged = new UnityEvent(); public EScreenStates CurrentState { get => _currentState; set { _currentState = value; SetActiveState(mainMenus, _currentState == EScreenStates.MainMenu); SetActiveState(games, _currentState == EScreenStates.Game); OnStateChanged?.Invoke(_currentState); } } public void HideMain() { SetActiveState(mainMenus, false); } private void SetActiveState(GameObject[] gameObjects, bool isActive) { foreach (var gameObject in gameObjects) { if (gameObject != null && gameObject.activeSelf != isActive) { gameObject.SetActive(isActive); } } } } public enum EScreenStates { MainMenu, Game } }