public void changeStateWithFade( StateManager.tGameState state, int clearStates, string level, float fadeTime, Color fadeColor)
 {
     this.state = state;
     this.clearStates = clearStates;
     this.type = tTransition.FadeIn;
     this.time = fadeTime;
     this.initialTime = this.time;
     this.level = level;
     this.color = fadeColor;
 }
 public void updateSpecialFade()
 {
     if (time < 0.0f)
     {
         if (state != StateManager.tGameState.None)
         {
             StateManager.dequeueStates(clearStates);
             StateManager.addState(state, level);
         }
         else
         {
             StateManager.dequeueStates(1);
             switch (locationType)
             {
                 case WorldMapLocation.tLocationType.Arcade:
                     StateManager.addState(StateManager.tGameState.Game, level);
                     break;
                 case WorldMapLocation.tLocationType.KingTomato:
                     StateManager.addState(StateManager.tGameState.KingTomato, level);
                     break;
                 case WorldMapLocation.tLocationType.EpilepticMacedonia:
                     StateManager.addState(StateManager.tGameState.EpilepticMacedonia, level);
                     break;
             }
         }
         level = null;
         state = StateManager.tGameState.None;
     }
 }