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Question by $$anonymous$$ · Aug 17, 2017 at 01:40 PM · c#beginnerfunctionclassmethod

Use a class like a function

I currently have a very simple code that simply deactivates all canvas in the scene, and then activates the ones that I want to keep active (anyways, feel free to suggest any method to optimize this). It is working exactly as I want, but I don't fell its right needing to attach it to a GameObject for this to work. So I thought on doing something like calling DisableCanvas(somethingToKeepActive) but I don't know how to do this in a nice way.

Here is my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

 public class DisableCanvas : MonoBehaviour
   {

 public List<GameObject> canvasToKeepActive = new List<GameObject> ();

 private GameObject [] allCanvas;


 private void Awake ()
 {

     allCanvas = GameObject.FindGameObjectsWithTag ( "Canvas" );

     // Disables all canvas in scene
     for ( int i = 0 ; i < allCanvas.Length ; i++ )
     {
         allCanvas [ i ].gameObject.SetActive ( false );
     }

     // Activates the selected canvas
     for ( int i = 0 ; i < canvasToKeepActive.Count ; i++ )
     {
         canvasToKeepActive [ i ].SetActive ( true );
     }

  }

 }

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Answer by ntl92bk · Aug 18, 2017 at 09:55 AM

Try implement state pattern . Code exam ( coded on notepad and not test it work :D ): public class CanvasState { STATE_0, STATE_1, .... STATE_N }

 public class CanvasControl : MonoBehavior{
 
   public GameObject canvas1;
   public GameObject canvas2;
   public GameObject canvasn;
   
   public CanvasState state {get;protected set;}
   
   private CanvasControlState _canvasControlState;
   
   public void SetState(CanvasState nState)
   {
     if(state==nState)
       return;
     state = nState;
     switch(state)
     {
       case CanvasState.STATE_0:
       SetCanvasControlState(new CanvasControlState1(this));
       break;
       ...
       default:
       break;
     }
   }
   
   protected void SetCanvasControlState(CanvasControlState nState)
   {
     if(_canvasControlState!=null)
       _canvasControlState.OnExit();
     _canvasControlState = nState;
     if(_canvasControlState!=null)
       _canvasControlState.OnEnter();
   }
   
 }
 
 public interface State{
   void OnEnter();
   void OnExit();
 }
 
 public class CanvasControlState : State{
   protected CanvasControl canvasControl;
   public CanvasControlState(CanvasControl canvasControl)
   {
     this.canvasControl = canvasControl;
   }
   
   public virtual void OnEnter(){}
   public virtual void  OnExit(){}
 }
 
 public class CanvasControlState1 : CanvasControlState {
   public CanvasControlState1(CanvasControl canvasControl):base(canvasControl){}
   
   public override void OnEnter(){
     base.OnEnter();
     canvas1.SetActive(false);
     ....
     canvasn.SetActive(true);
   }
   
   public override void OnExit(){
     base.OnExit();
     canvas1.SetActive(false);
     ....
     canvasn.SetActive(false);
   }
 }
 
 public class CanvasControlState2 : CanvasControlState {
   public CanvasControlState1(CanvasControl canvasControl):base(canvasControl){}
   
   public override void OnEnter(){
     base.OnEnter();
     canvas1.SetActive(true);
     ....
     canvasn.SetActive(true);
   }
   
   public override void OnExit(){
     base.OnExit();
     canvas1.SetActive(false);
     ....
     canvasn.SetActive(false);
   }
 }
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