using System.Threading.Tasks; using UnityEngine; namespace DDD { public class RestaurantGlobalMessageController : FlowController { private const string ReadyForRestaurantMessageKey = "ready_for_restaurant_message"; private const string RunRestaurantMessageKey = "run_restaurnat_message"; public override Task InitializeController() { return Task.CompletedTask; } public override Task InitializeState() { return Task.CompletedTask; } public override Task OnExitCurrentFlow(GameFlowState exitingFlowState) { return Task.CompletedTask; } public override Task OnReadyNewFlow(GameFlowState newFlowState) { var evt = GameEvents.ShowGlobalMessageEvent; if (newFlowState == GameFlowState.ReadyForRestaurant) { evt.Set(ReadyForRestaurantMessageKey, 3f, newTextColor:Color.yellow, fontSize:60); } else if (newFlowState == GameFlowState.RunRestaurant) { evt.Set(RunRestaurantMessageKey, 3f, newTextColor:Color.yellow, fontSize:60); } EventBus.Broadcast(evt); return Task.CompletedTask; } } }