void ActionByScene() { switch (sc.GetStatus()) { case SceneController.GameStatus.Title: if (im.CheckTouch()) { // シーン遷移 isGame = true; sc.NextScene(); audioSource.clip = touchSound; audioSource.Play(); } break; case SceneController.GameStatus.Game: InputManager.InputKey key = im.CheckPushKeys(); if (key == InputManager.InputKey.A) { pc.turnLeft(); } if (key == InputManager.InputKey.D) { pc.turnRight(); } switch (cm.GetStatus()) { case CameraManager.CameraStatus.First: if (im.CheckTouch()) { cm.DownCamera(); audioSource.clip = touchSound; audioSource.Play(); } break; case CameraManager.CameraStatus.Playing: if (im.CheckTouch()) { bm.Fire(); } if (sm.isFinish()) { cm.SetStatus(CameraManager.CameraStatus.Finish); status = GameStatus.Clear; sm.GameClear(); audioSource.clip = clearSound; audioSource.Play(); } if (pc.checkDeath()) { cm.SetStatus(CameraManager.CameraStatus.Finish); status = GameStatus.Over; sm.GameOver(); audioSource.clip = overSound; audioSource.Play(); } break; case CameraManager.CameraStatus.Finish: if (im.CheckTouch()) { cm.UpCamera(); audioSource.clip = touchSound; audioSource.Play(); } break; case CameraManager.CameraStatus.End: switch (status) { case GameStatus.Clear: stm.ShowClear(); break; case GameStatus.Over: stm.ShowOver(); break; } if (im.CheckTouch()) { audioSource.clip = touchSound; audioSource.Play(); switch (status) { case GameStatus.Clear: cm.NextStage(); Invoke("NextStageDelay", 1.5f); break; case GameStatus.Over: sc.LoadTitle(); break; } } break; } break; case SceneController.GameStatus.Config: break; } }