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- using System;
- using UnityEngine;
- using UnityEngine.UI;
- namespace Antnomoly
- {
- public enum StateValues
- {
- None = 0,
- beginning,
- beginningFAKE,
- antnomoly,
- canister_inside2
- // ...
- }
- }
- namespace Antnomoly
- {
- public class SpriteChanger : MonoBehaviour
- {
- Image m_Image;
- public Sprite Sprite1;
- public Sprite Sprite2;
- public Sprite Sprite3;
- AntnomolyGame game;
- void Awake ( )
- {
- game = GetComponent<AntnomolyGame> ( );
- m_Image = GetComponent<Image> ( );
- // Subscribe the the "StateChange" event, fired in the AntnomolyGame script.
- // This script will now listen for "AntnomolyGame.StateChange" events.
- game.StateChange += OnStateChange;
- }
- /// <summary>
- /// Handle the "StateChange" event, when it's fired in the AntnomolyGame script.
- /// </summary>
- private void OnStateChange ( object sender, StateChangeArgs e )
- {
- switch ( e.State )
- {
- case StateValues.None:
- m_Image.sprite = null;
- break;
- case StateValues.beginning:
- m_Image.sprite = Sprite1;
- break;
- case StateValues.antnomoly:
- case StateValues.canister_inside2:
- m_Image.sprite = Sprite2;
- break;
- case StateValues.beginningFAKE:
- m_Image.sprite = Sprite1;
- break;
- }
- }
- }
- }
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