// Use this for initialization void Start() { if (m_FadeObject) { m_Fade = m_FadeObject.GetComponent <FadeManager>(); } m_ePhase = RulePhase.RULEPHASE_INIT; }
// Update is called once per frame void Update() { bool bFlag = false; switch (m_ePhase) { case RulePhase.RULEPHASE_INIT: m_ePhase = RulePhase.RULEPHASE_FADEIN; break; case RulePhase.RULEPHASE_FADEIN: bFlag = m_Fade.isFadeIn(m_fFadeSpeed); if (bFlag) { m_ePhase = RulePhase.RULEPHASE_RUN; } break; case RulePhase.RULEPHASE_RUN: if (Input.GetButtonDown("GamePad1_buttonB")) { m_ePhase = RulePhase.RULEPHASE_FADEOUT; } break; case RulePhase.RULEPHASE_FADEOUT: bFlag = m_Fade.isFadeOut(m_fFadeSpeed); if (bFlag) { m_ePhase = RulePhase.RULEPHASE_DONE; } break; case RulePhase.RULEPHASE_DONE: SceneManager.LoadScene("TitleScene"); break; } }