void Update() { switch (m_state) { case EState.FrameCount: Debug.Log("FrameCount"); frame++; if (frame == SceneChangeTime) { m_state = EState.Transition; } break; case EState.Transition: Debug.Log("Trasition"); frame = 0; fadeController.Play(false, 1); fadeController.m_onFinished += FadeInFinish; m_state = EState.NotUpdate; break; case EState.Unload: Debug.Log("Unload"); m_stageCreater.Unload(); armatureSave.SetAllActives(false); StartCoroutine(UnLoadEnumrator()); m_state = EState.NotUpdate; break; case EState.DisplayLoad: Debug.Log("ロード画面"); // ロード画面生成 m_state = EState.NotUpdate; break; case EState.Load: Debug.Log("Load"); m_stageCreater.Load(); m_state = EState.Restart; break; } }
void Update() { switch (m_state) { case EState.FrameCount: Debug.Log("FrameCount"); frame++; if (frame == SceneChangeTime) { m_state = EState.Transition; } break; case EState.Transition: Debug.Log("Trasition"); frame = 0; fadeController.Play(false, 1); fadeController.m_onFinished += FadeInFinish; m_state = EState.NotUpdate; break; case EState.Unstage: Debug.Log("Unstage"); m_stageCreater.Unstage(); armatureSave.SetAllActives(false); armatureSave.WinnerCameraDestroy(); StartCoroutine(UnLoadEnumrator()); m_state = EState.NotUpdate; break; case EState.UnLoad: Debug.Log("UnLoad"); m_LoadCreater.Unload(); StDownflg = false; m_state = EState.Load; break; case EState.DisplayLoad: Debug.Log("ロード画面"); // ロード画面生成 m_LoadCreater.Loadinfo(); m_LoadScript.UpdateDisplay(); m_state = EState.WaitInput; break; case EState.InitDisplayLoad: m_LoadCreater.Loadinfo(); m_LoadScript.Init(); m_state = EState.WaitInput; break; case EState.WaitInput: Debug.Log("入力待ち"); for (int i = 0; i < MaxPlayer; i++) { if (Input.GetButtonDown("ST_Player" + (i + 1))) { StDownflg = true; } } if (m_LoadCreater.Wait(ref StDownflg)) { m_state = EState.UnLoad; } break; case EState.Load: Debug.Log("Load"); m_stageCreater.Load(); m_state = EState.Restart; break; } }