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using System;
namespace LobbyRelaySample
{
/// <summary>
/// Current state of the local game.
/// Set as a flag to allow for the Inspector to select multiple valid states for various UI features.
/// </summary>
[Flags]
public enum GameState
{
Menu = 1,
Lobby = 2,
JoinMenu = 4,
}
/// <summary>
/// Awaits player input to change the local game data.
/// </summary>
[System.Serializable]
public class LocalMenuState : Observed<LocalMenuState>
{
GameState m_State = GameState.Menu;
public GameState State
{
get => m_State;
set
{
if (m_State != value)
{
m_State = value;
OnChanged(this);
}
}
}
public override void CopyObserved(LocalMenuState oldObserved)
{
if (m_State == oldObserved.State)
return;
m_State = oldObserved.State;
OnChanged(this);
}
}
}