changes after review
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@ -6,7 +6,6 @@
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// Copyright © 2020 SP2. All rights reserved.
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// Copyright © 2020 SP2. All rights reserved.
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//
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//
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import UIKit
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import SpriteKit
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import SpriteKit
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import GameplayKit
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import GameplayKit
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@ -14,11 +14,11 @@ class EndGameState: GKState {
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let LOG = OSLog.init(subsystem: "EndGameState", category: "EndGameState")
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let LOG = OSLog.init(subsystem: "EndGameState", category: "EndGameState")
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override func isValidNextState(_ stateClass: AnyClass) -> Bool {
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override func isValidNextState(_ stateClass: AnyClass) -> Bool {
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if StateManager.sharedInstance.stateMachine?.currentState is EndGameState && stateClass is EndGameState.Type{
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if stateMachine?.currentState is EndGameState && stateClass is EndGameState.Type {
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os_log("Already in EndGame State", log: LOG, type: .info)
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os_log("Already in EndGame State", log: LOG, type: .info)
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return false
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return false
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}
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}
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if stateClass is SyncingState.Type || stateClass is GameState.Type{
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if stateClass is SyncingState.Type || stateClass is GameState.Type {
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os_log("Failed: Entering SyncingState and GameState after EndGameState is not allowed", log: LOG, type: .info)
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os_log("Failed: Entering SyncingState and GameState after EndGameState is not allowed", log: LOG, type: .info)
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return false
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return false
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}
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}
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@ -14,11 +14,11 @@ class GameState: GKState {
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let LOG = OSLog.init(subsystem: "GameState", category: "GameState")
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let LOG = OSLog.init(subsystem: "GameState", category: "GameState")
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override func isValidNextState(_ stateClass: AnyClass) -> Bool {
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override func isValidNextState(_ stateClass: AnyClass) -> Bool {
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if StateManager.sharedInstance.stateMachine?.currentState is GameState && stateClass is GameState.Type{
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if stateMachine?.currentState is GameState && stateClass is GameState.Type {
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os_log("Already in Game State", log: LOG, type: .info)
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os_log("Already in Game State", log: LOG, type: .info)
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return false
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return false
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}
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}
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if stateClass is MenuState.Type || stateClass is EndGameState.Type{
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if stateClass is MenuState.Type || stateClass is EndGameState.Type {
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os_log("Failed: Entering MenuState and EndgameState after GameState is not allowed", log: LOG, type: .info)
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os_log("Failed: Entering MenuState and EndgameState after GameState is not allowed", log: LOG, type: .info)
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return false
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return false
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}
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}
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@ -14,11 +14,11 @@ class MenuState: GKState {
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let LOG = OSLog.init(subsystem: "MenuState", category: "MenuState")
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let LOG = OSLog.init(subsystem: "MenuState", category: "MenuState")
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override func isValidNextState(_ stateClass: AnyClass) -> Bool {
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override func isValidNextState(_ stateClass: AnyClass) -> Bool {
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if StateManager.sharedInstance.stateMachine?.currentState is MenuState && stateClass is MenuState.Type{
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if stateMachine?.currentState is MenuState && stateClass is MenuState.Type {
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os_log("Already in Menu State", log: LOG, type: .info)
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os_log("Already in Menu State", log: LOG, type: .info)
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return false
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return false
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}
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}
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if stateClass is EndGameState.Type{
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if stateClass is EndGameState.Type {
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os_log("Entering EndGameState after MenuState is not allowed", log: LOG, type: .info)
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os_log("Entering EndGameState after MenuState is not allowed", log: LOG, type: .info)
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return false
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return false
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}
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}
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@ -37,7 +37,7 @@ class MenuState: GKState {
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override func didEnter(from previousState: GKState?) {
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override func didEnter(from previousState: GKState?) {
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os_log("Entered Menu State", log: LOG, type: .info)
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os_log("Entered Menu State", log: LOG, type: .info)
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// UIApplication.shared.windows[0].rootViewController
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if (previousState == nil){
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if (previousState == nil){
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if let view = StateManager.sharedInstance.gameVC!.view as! SKView? {
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if let view = StateManager.sharedInstance.gameVC!.view as! SKView? {
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let scene = MenuScene(size: StateManager.sharedInstance.gameVC!.view.bounds.size)
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let scene = MenuScene(size: StateManager.sharedInstance.gameVC!.view.bounds.size)
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@ -15,7 +15,7 @@ class SyncingState: GKState {
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var previousState: GKState?
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var previousState: GKState?
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override func isValidNextState(_ stateClass: AnyClass) -> Bool {
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override func isValidNextState(_ stateClass: AnyClass) -> Bool {
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if StateManager.sharedInstance.stateMachine?.currentState is SyncingState && stateClass is SyncingState.Type{
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if stateMachine?.currentState is SyncingState && stateClass is SyncingState.Type {
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os_log("Already in Syncing State", log: LOG, type: .info)
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os_log("Already in Syncing State", log: LOG, type: .info)
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return false
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return false
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}
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}
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