/// <summary>
    /// 初始化
    /// </summary>
    private void Init()
    {
        //初始化时就加载过渡场景
        TransitionScene scene = new TransitionScene(this);

        m_transitionScene = scene;
    }
    IEnumerator WaitForAnim(string loadScene)
    {
        TransitionScene _animMaster = FindObjectOfType <TransitionScene>();

        _animMaster.EndAnim();
        yield return(new WaitForSeconds(_animMaster._animTime));

        SceneManager.LoadScene(loadScene);
    }
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    public void StartGame(int _players)
    {
        Debug.Log(Input.GetJoystickNames().Length);
        players = Input.GetJoystickNames().Length;
        SceneManager.sceneLoaded += InitialiseGame;
        audioPlayer.Stop();

        TransitionScene t = Camera.main.gameObject.AddComponent <TransitionScene>();

        t.m_nextScene          = 1;
        t.m_transitionMaterial = m_transitionMaterial;
    }
    IEnumerator WaitAnimCreditOn()
    {
        TransitionScene _animMaster = FindObjectOfType <TransitionScene>();

        _animMaster.EndAnim();
        yield return(new WaitForSeconds(_animMaster._animTime));

        //UI_Credits.SetActive(true);
        //UI_MainMenu.SetActive(false);
        SceneManager.LoadScene("TestCardJulien");
        yield return(new WaitForSeconds(_animMaster._animTime));

        _animMaster.StartAnim();
    }
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    private void Awake()
    {
        DontDestroyOnLoad(gameObject);

        if (Instance == null)
        {
            Instance = this;
        }
        else if (Instance != this)
        {
            Destroy(gameObject);
        }

        LoadOneScene((int)Scenes.MENU);
    }
    IEnumerator LoadYourAsyncScene(string scene)
    {
        loadingScene = true;

        TransitionScene _animMaster = FindObjectOfType <TransitionScene>();

        _animMaster.EndAnim();
        yield return(new WaitForSeconds(_animMaster._animTime));

        AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(scene);

        // Wait until the asynchronous scene fully loads
        while (!asyncLoad.isDone)
        {
            yield return(null);
        }
    }
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    private IEnumerator Start()
    {
        DontDestroyOnLoad(gameObject);

        if (Instance == null)
        {
            Instance = this;
        }
        else if (Instance != this)
        {
            Destroy(gameObject);
        }

        LoadOneScene((int)Scenes.MENU);

        yield break;
    }
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        /// <summary>
        /// Create and load some scenes
        /// </summary>
        public static void Load(ContentManager content)
        {
            SoundManager.Load(content);

            // load a test scene
            testScene = new TestScene("test");
            testScene.Load();
            scenes.Add(testScene);
            // done with test scene

            // transition
            transitionScene = new TransitionScene("transition");
            transitionScene.Load();
            scenes.Add(transitionScene);

            // main menu
            mainMenuScene = new MainMenuScene("mainmenu");
            mainMenuScene.Load();
            scenes.Add(mainMenuScene);



            SetScene("mainmenu");
        }
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    // Update is called once per frame
    void Update()
    {
        if (m_start)
        {
            m_counter += Time.deltaTime;

            m_text.fontSize = (int)(m_fontGoalSize * m_fontCurve.Evaluate(m_counter));

            if (m_counter > 1.0f && m_playOnce)
            {
                m_playOnce = false;

                AudioSource.PlayClipAtPoint(m_fanfare, Camera.main.transform.position);
            }
            if (m_counter > 3.0f)
            {
                TransitionScene t = Camera.main.gameObject.AddComponent <TransitionScene>();

                t.m_nextScene          = 0;
                t.m_transitionOut      = true;
                t.m_transitionMaterial = m_transitionMaterial;
            }
        }
    }
 protected override void Awake()
 {
     base.Awake();
     m_TransitionScene = GetComponent <TransitionScene>();
 }