Beispiel #1
0
    private IEnumerator Fade()
    {
        destination = NavigationManager.RouteInformation[navigateToLevelName].RouteDescription;

        float t = 0.0f;

        while (t < 1.0f)
        {
            fading = true;
            yield return(new WaitForSeconds(0.001f));

            t = Mathf.Clamp01(t + Time.deltaTime / fadeOutTime);
            DrawingUtilities.DrawQuad(fadeMaterial, fadeColor, t);
        }

        if (navigateToLevelName != "")
        {
            SceneManager.LoadScene(navigateToLevelName);
        }
        else
        {
            SceneManager.LoadScene(navigateToLevelIndex);
        }

        while (t > 0.0f)
        {
            fading = true;
            yield return(new WaitForSeconds(0.001f));

            t = Mathf.Clamp01(t - Time.deltaTime / fadeInTime);

            DrawingUtilities.DrawQuad(fadeMaterial, fadeColor, t);
        }
        Fading = false;
    }
    private IEnumerator Fade()
    {
        float t = 0.0f;

        while (t < 1.0f)
        {
            yield return(new WaitForEndOfFrame());

            t = Mathf.Clamp01(t + Time.deltaTime / fadeOutTime);
            DrawingUtilities.DrawQuad(fadeMaterial, fadeColor, t);
        }

        if (navigateToLevelName != "")
        {
            Application.LoadLevel(navigateToLevelName);
        }
        else
        {
            Application.LoadLevel(navigateToLevelIndex);
        }

        while (t > 0.0f)
        {
            yield return(new WaitForEndOfFrame());

            t = Mathf.Clamp01(t - Time.deltaTime / fadeInTime);
            DrawingUtilities.DrawQuad(fadeMaterial, fadeColor, t);
        }

        fading = false;
    }
        private IEnumerator FadeOut()
        {
            //Setup a default blank texture for fading if none is supplied
            float fadeOutTime = 0.5f, fadeInTime = 0.5f;
            Color fadeColor = Color.black;

            //Material fadeMaterial = new Material("Shader \"Plane/No zTest\" {" +
            //"SubShader { Pass { " +
            //"    Blend SrcAlpha OneMinusSrcAlpha " +
            //"    ZWrite Off Cull Off Fog { Mode Off } " +
            //"    BindChannels {" +
            //"      Bind \"color\", color }" +
            //"} } }");

            float t = 1f;

            //while (t < 1.0f)
            //{
            //    yield return new WaitForEndOfFrame();
            //    t = Mathf.Clamp01(t + Time.deltaTime / fadeOutTime);
            //    DrawingUtilities.DrawQuad(/*fadeMaterial, */fadeColor, t);
            //}

            while (t > 0.0f)
            {
                yield return(new WaitForEndOfFrame());

                t = Mathf.Clamp01(t - Time.deltaTime / fadeInTime);
                DrawingUtilities.DrawQuad(/*fadeMaterial,*/ fadeColor, t);
            }
        }