// Update is called once per frame void Update() { bool bFlag = false; switch (m_ePhase) { case ClearPhase.CLEARPHASE_INIT: m_ePhase = ClearPhase.CLEARPHASE_FADEIN; break; case ClearPhase.CLEARPHASE_FADEIN: bFlag = m_Fade.isFadeIn(m_fFadeSpeed); if (bFlag) { m_ePhase = ClearPhase.CLEARPHASE_RUN; } break; case ClearPhase.CLEARPHASE_RUN: if (Input.GetButtonDown("GamePad1_buttonA") && !bImageFlag) { bImageFlag = true; } if (bImageFlag) { //FrontImage = Image; i++; if (i > m) { m_ePhase = ClearPhase.CLEARPHASE_FADEOUT; break; } ImageChange(); bImageFlag = false; iTween.MoveAdd(FrontImage, iTween.Hash("x", -1920f, "time", 10.0f)); } break; case ClearPhase.CLEARPHASE_FADEOUT: m_FadeObject.GetComponent <RectTransform>().SetAsLastSibling(); bFlag = m_Fade.isFadeOut(m_fFadeSpeed); if (bFlag) { m_ePhase = ClearPhase.CLEARPHASE_DONE; } break; case ClearPhase.CLEARPHASE_DONE: SceneManager.LoadScene("TitleScene"); break; } }
// Start is called before the first frame update void Start() { FrontImage = (GameObject)Instantiate(Imeeeeji[0]); i = 0; m = Imeeeeji.Length; bImageFlag = false; //! フェードオブジェクト if (m_FadeObject) { m_Fade = m_FadeObject.GetComponent <FadeManager>(); } m_fFadeSpeed = 0.005f; m_ePhase = ClearPhase.CLEARPHASE_INIT; SoundObj = GameObject.Find("SoundManager"); SoundObj.GetComponent <SoundManager>().State(); }