/*************************************************************//**
     *
     *  @brief  初期化処理を行う
     *  @param  なし
     *  @return 正常終了:SUCCESSFUL
     *  @return 異常終了:ERROR_TERTINATION
     *
     ****************************************************************/
    Scene::ecSceneReturn C_PauseScene::Initialize()
    {
        if (RemainLoadProcess() == false) return Scene::ecSceneReturn::ERROR_TERMINATION;

        taskSystem_.Entry(std::make_shared<C_PauseUi>(ID::GameObject::s_pPAUSE_UI, TYPE_UI), Priority::Task::Update::s_ui, Priority::Task::Draw::s_ui);
        
        auto pPauseController = std::make_shared<C_PauseController>(ID::GameObject::s_pPAUSE_CONTROLLER, TYPE_SCENE_CONTROLLER);
        taskSystem_.Entry(pPauseController, Priority::Task::Update::s_sceneController, Priority::Task::Draw::s_sceneController);
        pPauseController->SetSceneChanger(GetSceneChanger());
        GameObject::C_GameObjectManager::s_GetInstance()->Entry(pPauseController);
        pPauseController->SetSceneChanger(GetSceneChanger());

        return Scene::ecSceneReturn::SUCCESSFUL;
    }
/*************************************************************//**
 *
 *  @brief  更新処理を行う
 *  @param  なし
 *  @return 続行    :CONTINUATIOIN
 *  @return 正常終了:SUCCESSFUL
 *  @return 異常終了:ERROR_TERTINATION
 *
 ****************************************************************/
ecSceneReturn C_TitleScene::Update()
{
    if (C_KeyboardManager::s_GetInstance()->GetPressingCount(KeyCode::SDL_SCANCODE_R) == 1)
    {
        GetSceneChanger()->ReplaceScene(newEx C_Stage01Scene);
    }

    return ecSceneReturn::CONTINUATIOIN;
}
    /*************************************************************//**
     *
     *  @brief  更新処理を行う
     *  @param  なし
     *  @return 続行    :CONTINUATIOIN
     *  @return 正常終了:SUCCESSFUL
     *  @return 異常終了:ERROR_TERTINATION
     *
     ****************************************************************/
    Scene::ecSceneReturn C_RankingScene::Update()
    {
        taskSystem_.Update();

#ifdef _DEBUG


        if (Input::C_KeyboardManager::s_GetInstance()->GetPressingCount(Input::KeyCode::SDL_SCANCODE_R) == 1)
        {
            auto pNextScene = newEx C_RootScene;
            //pNextScene->SetLoadFunction(C_LoadFunction::s_LoadStage01Data);
            //pNextScene->SetNextSceneId(ID::Scene::s_pSTAGE01);

            GetSceneChanger()->PopScene();
            GetSceneChanger()->ReplaceScene(pNextScene);
        }


#endif

        return Scene::ecSceneReturn::CONTINUATIOIN;
    }
    /*************************************************************//**
     *
     *  @brief  更新処理を行う
     *  @param  なし
     *  @return 続行    :CONTINUATIOIN
     *  @return 正常終了:SUCCESSFUL
     *  @return 異常終了:ERROR_TERTINATION
     *
     ****************************************************************/
    Scene::ecSceneReturn C_PauseScene::Update()
    {
        taskSystem_.Update();

#ifdef _DEBUG


        if (Input::C_KeyboardManager::s_GetInstance()->GetPressingCount(Input::KeyCode::SDL_SCANCODE_R) == 1)
        {
            auto pNextScene = newEx C_RootScene;

            GetSceneChanger()->PopScene();
            GetSceneChanger()->PopScene();
            GetSceneChanger()->ReplaceScene(pNextScene);

            Physics::C_PhysicsEngine::s_GetInstance()->EnableActive(true);
        }


#endif

        return Scene::ecSceneReturn::CONTINUATIOIN;
    }