// Start is called before the first frame update void Start() { if (m_FadeObject) { m_Fade = m_FadeObject.GetComponent <FadeManager>(); } m_eSelect = SelectButton.SELECT_CONTENUE; m_ePhase = OverPhase.OVERPHASE_INIT; m_bFlag = false; SoundObj = GameObject.Find("SoundManager"); SoundObj.GetComponent <SoundManager>().State(); }
// Update is called once per frame void Update() { bool bFlag = false; float hori = Input.GetAxisRaw("GamePad1_LeftStick_H"); switch (m_ePhase) { case OverPhase.OVERPHASE_INIT: m_ePhase = OverPhase.OVERPHASE_FADEIN; break; case OverPhase.OVERPHASE_FADEIN: bFlag = m_Fade.isFadeIn(m_fFadeSpeed); if (bFlag) { m_ePhase = OverPhase.OVERPHASE_RUN; } break; case OverPhase.OVERPHASE_RUN: if (!m_bFlag) { switch (m_eSelect) { case SelectButton.SELECT_CONTENUE: Title.GetComponent <TextHilight>().None(); Contenue.GetComponent <TextHilight>().Flash(); if (hori < -0.5f || hori > 0.5f) { m_eSelect = SelectButton.SELECT_RETURNTITLE; m_bFlag = true; } break; case SelectButton.SELECT_RETURNTITLE: Contenue.GetComponent <TextHilight>().None(); Title.GetComponent <TextHilight>().Flash(); if (hori < -0.5f || hori > 0.5f) { m_eSelect = SelectButton.SELECT_CONTENUE; m_bFlag = true; } break; } } else { if (hori < 0.5f && hori > -0.5f) { m_bFlag = false; } } if (Input.GetButtonDown("GamePad1_buttonA") || Input.GetButtonDown("GamePad1_buttonB")) { m_ePhase = OverPhase.OVERPHASE_FADEOUT; } break; case OverPhase.OVERPHASE_FADEOUT: bFlag = m_Fade.isFadeOut(m_fFadeSpeed); if (bFlag) { m_ePhase = OverPhase.OVERPHASE_DONE; } break; case OverPhase.OVERPHASE_DONE: switch (m_eSelect) { case SelectButton.SELECT_CONTENUE: SceneManager.LoadScene("MainScene"); break; case SelectButton.SELECT_RETURNTITLE: SceneManager.LoadScene("TitleScene"); break; } SceneManager.LoadScene(sNext); break; } }