| 41 | } |
| 42 | |
| 43 | void Scene_End::vUpdate() { |
| 44 | command_window->Update(); |
| 45 | |
| 46 | if (Input::IsTriggered(Input::CANCEL)) { |
| 47 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Cancel)); |
| 48 | Scene::Pop(); // Select End Game |
| 49 | } else if (Input::IsTriggered(Input::DECISION)) { |
| 50 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 51 | switch (command_window->GetIndex()) { |
| 52 | case 0: // Yes |
| 53 | Main_Data::game_system->BgmFade(400); |
| 54 | if (target_scene == Scene::Title) { |
| 55 | Scene::ReturnToTitleScene(); |
| 56 | } else { |
| 57 | Scene::PopUntil(target_scene); |
| 58 | } |
| 59 | break; |
| 60 | case 1: // No |
| 61 | Scene::Pop(); |
| 62 | break; |
| 63 | } |
| 64 | } |
| 65 | } |
| 66 | |
| 67 | void Scene_End::CreateCommandWindow() { |
| 68 | // Create Options Window |