// Update is called once per frame void Update() { bool done = false; while (done == false) { switch (m_State) { case EEventScreenState.ImageInInitialize: m_Ratio = 0.0f; m_State = EEventScreenState.ImageIn; break; case EEventScreenState.ImageIn: { m_Ratio += Time.deltaTime * m_SpriteSpeed; if (m_Ratio >= 1.0f) { m_Ratio = 1.0f; m_State = EEventScreenState.TitleInInitialize; } Vector3 SpritePosition = Vector3.Lerp(m_SpriteStartPosition, m_SpriteEndPosition, m_Ratio); m_SpriteGameObject.transform.position = SpritePosition; done = true; break; } case EEventScreenState.TitleInInitialize: m_Ratio = 0.0f; m_State = EEventScreenState.TitleIn; break; case EEventScreenState.TitleIn: { m_Ratio += Time.deltaTime * m_SpriteSpeed; if (m_Ratio >= 1.0f) { m_Ratio = 1.0f; m_State = EEventScreenState.TitleFadeInInitialize; } Vector3 SpritePosition = Vector3.Lerp(m_TitleStartPosition, m_TitleEndPosition, m_Ratio); m_TitleParentGameObject.transform.position = SpritePosition; done = true; break; } case EEventScreenState.TitleFadeInInitialize: m_Ratio = 0.0f; m_State = EEventScreenState.TitleFadeIn; break; case EEventScreenState.TitleFadeIn: { m_Ratio += Time.deltaTime * m_TitleFadeInSpeed; if (m_Ratio >= 1.0f) { m_Ratio = 1.0f; m_State = EEventScreenState.Disabled; } SetTitleAlpha(m_Ratio); done = true; break; } case EEventScreenState.Disabled: // Do Nothing done = true; break; } } }
public void In(string SpriteGameObjectName) { m_SpriteGameObject = GameObject.Find(SpriteGameObjectName); m_State = EEventScreenState.ImageInInitialize; }