Beispiel #1
0
    IEnumerator FadeInCorou(float t = 1, bool ignoreTimeScale = false, bool isClickable = false, FadeEvent onEnd = null)
    {
        Color color = pnl.color;

        color.a           = 1;
        pnl.color         = color;
        pnl.raycastTarget = !isClickable;
        pnl.gameObject.SetActive(true);
        float tt = t;

        do
        {
            yield return(null);

            float time = ignoreTimeScale ? Time.unscaledDeltaTime : Time.deltaTime;
            t        -= time;
            color.a  -= time / tt;
            pnl.color = color;
        } while (t > 0);
        pnl.gameObject.SetActive(false);
        if (onEnd != null)
        {
            onEnd.Invoke();
        }
    }
Beispiel #2
0
 /// <summary>
 /// Method Called by animation event when screen has completely faded to black;
 /// Triggers FadeOut Event
 /// </summary>
 public void HandleFadeOut()
 {
     FadeOutCompletedEvent?.Invoke();
     if (automatic)
     {
         FadeIn();
     }
 }
    /// <summary>
    /// Method Called by animation event when screen has completely faded to black;
    /// Triggers FadeOut Event
    /// </summary>
    public IEnumerator HandleFadeOut()
    {
        yield return(new WaitForSeconds(ANIM_LENGTH / speed));

        FadeOutCompletedEvent?.Invoke();
        if (automatic)
        {
            FadeIn();
        }
    }
Beispiel #4
0
    void FadeOutEnd()
    {
        fading = false;
        Debug.Log("FadeOutEnd");

        if (OnFadeOutEnd != null)
        {
            OnFadeOutEnd.Invoke();
        }
    }
Beispiel #5
0
    //Only update if trying to fade
    protected override void OnUpdate()
    {
        var deltaTime  = Time.DeltaTime;
        var fadeObject = UI.FadeObject;

        if (!hasFadeStarted)
        {
            OnFadeStart?.Invoke();
        }

        //Update texture info depending on fade component info
        Color c = fadeObject.Image.color;

        c.a = fadeObject.FadeValue;
        fadeObject.Image.color = c;

        //Update fade component info
        switch (fadeObject.Type)
        {
        case FadeIn:
            if (fadeObject.FadeValue <= 0)
            {
                OnFadeEnd?.Invoke();
            }
            fadeObject.FadeValue -= fadeObject.Speed * deltaTime;
            break;

        case FadeOut:
            if (fadeObject.FadeValue >= 1)
            {
                OnFadeEnd?.Invoke();
            }
            fadeObject.FadeValue += fadeObject.Speed * deltaTime;
            break;
        }

        UI.FadeObject = fadeObject;
    }
Beispiel #6
0
        public bool Unfade(float duration)
        {
            if (Status != FadeStatus.Faded)
            {
                return(false);
            }

            TimeElapsed = 0.0f;
            TotalTime   = duration;

            sourceColor  = currentColor;
            targetColor  = Color.clear;
            currentColor = sourceColor;

            Status = FadeStatus.Unfading;
            OnUnfadeStart?.Invoke();

            return(true);
        }
Beispiel #7
0
        public bool FadeToColor(Color color, float duration)
        {
            if (Status != FadeStatus.None)
            {
                return(false);
            }

            TimeElapsed = 0.0f;
            TotalTime   = duration;

            sourceColor  = Color.clear;
            targetColor  = color;
            currentColor = sourceColor;

            Status = FadeStatus.Fading;
            this.gameObject.SetActive(true);
            OnFadeStart?.Invoke();

            return(true);
        }
Beispiel #8
0
        void Update()
        {
            if (Status == FadeStatus.None)
            {
                this.gameObject.SetActive(false);
            }
            else
            {
                float nearClip = Camera.main.nearClipPlane;
                this.transform.localPosition = new Vector3(0.0f, 0.0f, nearClip + nearClip / 100.0f);

                if (Status == FadeStatus.Fading || Status == FadeStatus.Unfading)
                {
                    TimeElapsed = Mathf.Min(TimeElapsed + Time.deltaTime, TotalTime);
                    float complete = TimeElapsed / TotalTime;

                    if (TimeElapsed == TotalTime)
                    {
                        if (Status == FadeStatus.Fading)
                        {
                            currentColor = targetColor;
                            Status       = FadeStatus.Faded;

                            OnFadeComplete?.Invoke();
                        }
                        else
                        {
                            currentColor = Color.clear;
                            Status       = FadeStatus.None;
                            OnUnfadeComplete?.Invoke();
                        }
                    }
                    else
                    {
                        currentColor    = Color.Lerp(sourceColor, targetColor, complete);
                        fadeImage.color = currentColor;
                    }
                }
            }
        }