public void End()
        {
            if (mPlayRout != null)
            {
                StopCoroutine(mPlayRout);
                mPlayRout = null;
            }

            if (fx)
            {
                fx.End();
            }
        }
        IEnumerator SceneManager.ITransition.In()
        {
            if (transitionOut)
            {
                yield return(null); //wait one frame

                transitionOut.End();
            }

            if (transitionIn)
            {
                float curTime = 0f;
                while (curTime < delay)
                {
                    curTime += isTimeScaled ? Time.deltaTime : Time.unscaledDeltaTime;
                    transitionIn.UpdateTime(curTime / delay);
                    yield return(null);
                }

                transitionIn.End();
            }
        }