void doFading() { fadeValue += (fadeSpeed * Time.deltaTime); if (fadeValue >= 1.0f) { state = IntroCamState.FOLLOWING; statusBarGroup.alpha = 1.0f; splashScreenGroup.alpha = 0.0f; } else { statusBarGroup.alpha = fadeValue; splashScreenGroup.alpha = (1 - fadeValue); } }
// Update is called once per frame void Update() { switch (state) { case IntroCamState.WAITING: if (Input.GetAxis("Burn") > 0.0f) { state = IntroCamState.FADING; } break; case IntroCamState.FADING: doFading(); break; case IntroCamState.FOLLOWING: doFollowing(); break; } }