using UnityEngine; using Assets.Code.Interfaces; namespace Assets.Code.States { public class BeginState : IStateBase { private StateManager manager; public BeginState (StateManager managerRef) { manager = managerRef; if(Application.loadedLevelName != "Scene0") Application.LoadLevel("Scene0"); } public void StateUpdate () { } public void ShowIt () { GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), manager.gameDataRef.beginStateSplash, ScaleMode.StretchToFill); if (GUI.Button(new Rect(10, 10, 250, 60), "Press Here or Any Key to Continue") || Input.anyKeyDown) { manager.SwitchState (new SetupState (manager)); } } } }
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