using UnityEngine; using D2D.Core; using D2D.Utilities; namespace D2D { public class SetActivityOnGameState : GameStateMachineUser { [SerializeField] private bool _toggleToActive = true; [SerializeField] private float _delay; public GameObject[] _onRunning; public GameObject[] _onWin; public GameObject[] _onLose; public GameObject[] _onGameFinish; public GameObject[] _onReviveOption; protected override void OnGameRun() => Show(_onRunning); protected override void OnGameFinish() => Show(_onGameFinish); protected override void OnGameLose() => Show(_onLose); protected override void OnGameWin() => Show(_onWin); protected override void OnRevivalState() => Show(_onReviveOption); private void Show(GameObject[] parent) { if (parent.IsNullOrEmpty()) return; foreach (GameObject o in parent) { float delay = _delay; if (o == null) continue; var window = o.GetComponent(); if (window != null) delay = window.OpenDelay; if (_toggleToActive) o.On(delay); else o.Off(delay); } } } }