void CutsceneFlow(string state)
    {
        if (state == "startCutScene")
        {
            currentImage.FadeOut(2f);
            currentImage.ChangeSourceImage(0);
            currentImage.FadeIn(2f);
        }
        if (state == "afterfirst")
        {
            DirectFadeImage(stateNow);
            StartCoroutine(waitBothFadeOut(2f));
        }
        if (state == "endScene")
        {
            currentImage.gameObject.SetActive(false);
            nextImage.gameObject.SetActive(false);
            //GamePhase.Instance.ChangePhase("Phase0");

            //SceneLoader.Instance.ChangeToScene(nextScene.ToString());
        }
    }
 void DirectFadeImage(int index)
 {
     nextImage.ChangeSourceImage(index);
     nextImage.FadeIn(1f);
     currentImage.FadeOut(1f);
 }