void Update()
    {
        switch (m_state)
        {
        case EState.FrameCount:
            Debug.Log("FrameCount");
            frame++;
            if (frame == SceneChangeTime)
            {
                m_state = EState.Transition;
            }
            break;

        case EState.Transition:
            Debug.Log("Trasition");
            frame = 0;
            fadeController.Play(false, 1);
            fadeController.m_onFinished += FadeInFinish;
            m_state = EState.NotUpdate;
            break;

        case EState.Unload:
            Debug.Log("Unload");
            m_stageCreater.Unload();
            armatureSave.SetAllActives(false);
            StartCoroutine(UnLoadEnumrator());
            m_state = EState.NotUpdate;
            break;

        case EState.DisplayLoad:
            Debug.Log("ロード画面");
            // ロード画面生成

            m_state = EState.NotUpdate;
            break;

        case EState.Load:
            Debug.Log("Load");
            m_stageCreater.Load();
            m_state = EState.Restart;
            break;
        }
    }
Beispiel #2
0
    void Update()
    {
        switch (m_state)
        {
        case EState.FrameCount:
            Debug.Log("FrameCount");
            frame++;
            if (frame == SceneChangeTime)
            {
                m_state = EState.Transition;
            }
            break;

        case EState.Transition:
            Debug.Log("Trasition");
            frame = 0;
            fadeController.Play(false, 1);
            fadeController.m_onFinished += FadeInFinish;
            m_state = EState.NotUpdate;
            break;

        case EState.Unstage:
            Debug.Log("Unstage");
            m_stageCreater.Unstage();
            armatureSave.SetAllActives(false);
            armatureSave.WinnerCameraDestroy();
            StartCoroutine(UnLoadEnumrator());
            m_state = EState.NotUpdate;
            break;

        case EState.UnLoad:
            Debug.Log("UnLoad");
            m_LoadCreater.Unload();
            StDownflg = false;
            m_state   = EState.Load;
            break;

        case EState.DisplayLoad:
            Debug.Log("ロード画面");
            // ロード画面生成
            m_LoadCreater.Loadinfo();
            m_LoadScript.UpdateDisplay();
            m_state = EState.WaitInput;
            break;

        case EState.InitDisplayLoad:
            m_LoadCreater.Loadinfo();
            m_LoadScript.Init();
            m_state = EState.WaitInput;
            break;

        case EState.WaitInput:
            Debug.Log("入力待ち");
            for (int i = 0; i < MaxPlayer; i++)
            {
                if (Input.GetButtonDown("ST_Player" + (i + 1)))
                {
                    StDownflg = true;
                }
            }

            if (m_LoadCreater.Wait(ref StDownflg))
            {
                m_state = EState.UnLoad;
            }
            break;

        case EState.Load:
            Debug.Log("Load");
            m_stageCreater.Load();
            m_state = EState.Restart;
            break;
        }
    }