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C#

// // ©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<EScreenStates> OnStateChanged = new UnityEvent<EScreenStates>();
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
}
}