给我的unity 5.x版本的脚本添加一个事件，“按下enter或者点击屏幕”开始游戏：
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.SceneManagement;
using System.IO;

public class StarMenu : MonoBehaviour {

public GameObject DefaultInputs;

public MatteFade WhiteMatte;
public MatteFade BlackMatte;

public float InitialWait = 1.0f;
public float FadeInTime = 0.6f;
public float FadeOutTime = 1.0f;

public AudioClip EnterLevel;
public AudioClip LetsAGo;
public AudioClip ClickButton;

public GameObject QuitButtonExe;

public string LevelName;

private InputManager inputManager;

public bool startable = false;

public GameObject titleText;
public GameObject quit;
public GameObject saveEditor;
public GameObject exitEditor;
public Button deleteSave;

private bool saveExists;

private string Path;

public void Awake()
{
titleText.SetActive (false);
quit.SetActive (false);
saveEditor.SetActive (false);
exitEditor.SetActive (false);
deleteSave.gameObject.SetActive (false);

inputManager = GameObject.FindObjectOfType<InputManager>();

startable = false;

if (!inputManager)
{
inputManager = ((GameObject)Instantiate(DefaultInputs, Vector3.zero, Quaternion.identity)).GetComponent<InputManager>();
}

if (Application.isEditor)
{
Path = Application.persistentDataPath + “/save.sm64hdrsave”;
}
else
{
Path = Application.streamingAssetsPath + “/save.sm64hdrsave”;
}
}

public void Start()
{
inputManager.UpdateKeyBindings();

StartCoroutine(FadeIntoMenu());

if (Application.isWebPlayer)
{
QuitButtonExe.SetActive(false);
}
}

void Update(){
if (Input.GetKeyDown (KeyCode.Return) && startable==true) {
StartLevel ();
startable = false;
}

if (exitEditor.active)
{
if (File.Exists(Path))
{
deleteSave.interactable = true;
}
else
{
deleteSave.interactable = false;
}
}
}

IEnumerator FadeIntoMenu()
{
yield return new WaitForSeconds(InitialWait);

BlackMatte.FadeIn(FadeInTime);

yield return new WaitForSeconds(InitialWait * 2);

WhiteMatte.FadeIn(FadeInTime);
WhiteMatte.FadeOut(FadeInTime);
startable = true;
titleText.SetActive (true);
quit.SetActive (true);
saveEditor.SetActive (true);
}

void LoadLevel()
{
SceneManager.LoadScene(LevelName);
}

public void OpenControlsMenu()
{
GetComponent<AudioSource>().PlayOneShot(ClickButton);
}

public void CloseControlsMenu()
{
GetComponent<AudioSource>().PlayOneShot(ClickButton);
}

public void ExitGame()
{
GetComponent<AudioSource>().PlayOneShot(ClickButton);

Application.LoadLevel(0);
}

public void DeleteSave()
{
//File.Delete(Path);
GameObject.FindObjectOfType<GameMaster>().erase();
}

public void EndGame()
{
GetComponent<AudioSource>().PlayOneShot(ClickButton);
Application.Quit();
}

public void StartLevel()
{
stopSound ();
WhiteMatte.FadeIn(FadeOutTime);
titleText.SetActive (false);
quit.SetActive (false);
saveEditor.SetActive (false);

GetComponent<AudioSource>().PlayOneShot(EnterLevel);
GetComponent<AudioSource>().PlayOneShot(LetsAGo);

Invoke(“LoadLevel”, FadeOutTime);
}

public void stopSound(){
bool[] wasPlaying;
AudioSource[] allSources = GameObject.FindObjectsOfType<AudioSource>();

wasPlaying = new bool[allSources.Length];

for (int i = 0; i < allSources.Length; i++)
{
var source = allSources[i];

if (source.isPlaying)
{
wasPlaying[i] = true;
source.Pause();
}
}
}
}