private void UpdateFadeOut(GameTime gameTime) { scene.Update(gameTime); if (scene.IsEnd()) { state = SceneFadeState.Out; } timer.Update(); if (timer.IsTime()) { isEnd = true; } }
private void UpdateFadeNone(GameTime gameTime) { scene.Update(gameTime); if (scene.IsEnd()) { state = SceneFadeState.Out; timer.Initialize(); if (NoFadeOut(scene.Next())) { state = SceneFadeState.None; isEnd = true; } } }
public void Initialize(SceneType lastScene) { isEnd = false; scene.Initialize(lastScene); state = startState; timer = new Timer(FADE_TIMER); timer.Initialize(); //以下のシーンから来た場合FadeIn処理しない if (NoFadeIn(lastScene)) { state = SceneFadeState.None; } }
private void UpdateFadeIn(GameTime gameTime) { scene.Update(gameTime); if (scene.IsEnd()) { state = SceneFadeState.Out; if (NoFadeOut(scene.Next())) { state = SceneFadeState.None; } } timer.Update(); if (timer.IsTime()) { state = SceneFadeState.None; } }
public SceneFader(IScene scene, SceneFadeState state, GameDevice gameDevice) { renderer = gameDevice.Renderer; this.scene = scene; startState = state; }