added info that you're once again entering the same state you're already in
This commit is contained in:
parent
0492ab7724
commit
3ea48c399e
@ -20,6 +20,7 @@ class StateManager{
|
|||||||
|
|
||||||
var menuSc: MenuScene?
|
var menuSc: MenuScene?
|
||||||
var gameVC: GameViewController?
|
var gameVC: GameViewController?
|
||||||
|
var gameSc: GameScene?
|
||||||
|
|
||||||
let LOG = OSLog.init(subsystem: "StateManager", category: "StateManager")
|
let LOG = OSLog.init(subsystem: "StateManager", category: "StateManager")
|
||||||
|
|
||||||
@ -29,24 +30,36 @@ class StateManager{
|
|||||||
switch wantedState {
|
switch wantedState {
|
||||||
case .menuSt:
|
case .menuSt:
|
||||||
if stateMachine?.enter(MenuState.self) == false {
|
if stateMachine?.enter(MenuState.self) == false {
|
||||||
|
if previousState is MenuState{
|
||||||
|
os_log("Already in Menu State", log: LOG, type: .info)
|
||||||
|
}
|
||||||
os_log("Failed entering Menu State", log: LOG, type: .info)
|
os_log("Failed entering Menu State", log: LOG, type: .info)
|
||||||
}else{
|
}else{
|
||||||
currentState = stateMachine?.currentState
|
currentState = stateMachine?.currentState
|
||||||
}
|
}
|
||||||
case .gameSt:
|
case .gameSt:
|
||||||
if stateMachine?.enter(GameState.self) == false {
|
if stateMachine?.enter(GameState.self) == false {
|
||||||
|
if previousState is GameState{
|
||||||
|
os_log("Already in Game State", log: LOG, type: .info)
|
||||||
|
}
|
||||||
os_log("Failed entering Game State", log: LOG, type: .info)
|
os_log("Failed entering Game State", log: LOG, type: .info)
|
||||||
}else{
|
}else{
|
||||||
currentState = stateMachine?.currentState
|
currentState = stateMachine?.currentState
|
||||||
}
|
}
|
||||||
case .syncingSt:
|
case .syncingSt:
|
||||||
if stateMachine?.enter(SyncingState.self) == false {
|
if stateMachine?.enter(SyncingState.self) == false {
|
||||||
|
if previousState is SyncingState{
|
||||||
|
os_log("Already in Syncing State", log: LOG, type: .info)
|
||||||
|
}
|
||||||
os_log("Failed entering Syncing State", log: LOG, type: .info)
|
os_log("Failed entering Syncing State", log: LOG, type: .info)
|
||||||
}else{
|
}else{
|
||||||
currentState = stateMachine?.currentState
|
currentState = stateMachine?.currentState
|
||||||
}
|
}
|
||||||
case .endGameSt:
|
case .endGameSt:
|
||||||
if stateMachine?.enter(EndGameState.self) == false {
|
if stateMachine?.enter(EndGameState.self) == false {
|
||||||
|
if previousState is EndGameState{
|
||||||
|
os_log("Already in EndGame State", log: LOG, type: .info)
|
||||||
|
}
|
||||||
os_log("Failed entering EndGame State", log: LOG, type: .info)
|
os_log("Failed entering EndGame State", log: LOG, type: .info)
|
||||||
}else{
|
}else{
|
||||||
currentState = stateMachine?.currentState
|
currentState = stateMachine?.currentState
|
||||||
|
Loading…
Reference in New Issue
Block a user