private void Fade( bool fadeIn ) { float a = TimeLeft/FadeDuration; if ( a < 0 ) { a = 0; Status = FadeState.None; if ( !fadeIn ) { GuiText.text = ""; } } if ( fadeIn ) { a = 1 - a; } Color temp = GuiText.font.material.color;/* * GuiTextAlphaOriginal*/; temp.a = a; GuiText.font.material.color = temp; if ( Background ) { temp = Background.color; temp.a = a*BackgroundAlphaOriginal; Background.color = temp; } }
void Update() { //if (oldFadeState != fadeState) //{ // OnChangeFadeState(); // oldFadeState = fadeState; //} float deltaTime = Time.deltaTime; if (fadeState == FadeState.FromFade) { colorAlpha -= speed * deltaTime; if (colorAlpha <= 0.0f) { colorAlpha = 0.0f; fadeState = FadeState.Nothing; } blackMat.color = new Color(1.0f, 1.0f, 1.0f, colorAlpha); } else if (fadeState == FadeState.ToFade) { colorAlpha += speed * deltaTime; if (colorAlpha >= 1.0f) { colorAlpha = 1.0f; fadeState = FadeState.Nothing; } blackMat.color = new Color(1.0f, 1.0f, 1.0f, colorAlpha); } }
private void HandleShotState() { if (CurrentFade == FadeState.None) { SplineProgress += (Shots[CurrentShot].Velocity / Shots[CurrentShot].Path.GetDeriv(SplineProgress).magnitude)*Time.deltaTime; Vector3 diff = Shots[CurrentShot].Path.GetPoint(Shots[CurrentShot].Path.GetCurveCount()) - Shots[CurrentShot].Path.GetPoint(SplineProgress); if ((float)Shots[CurrentShot].Path.GetCurveCount() - SplineProgress < 0.05f) { CurrentFade = FadeState.FadeOut; FadeStartTime = Time.time; } } else if (Time.time >= FadeStartTime + FadeLength) { if (CurrentFade == FadeState.FadeIn) { FadeStartTime = -1; CurrentFade = FadeState.None; } else { CurrentShot++; CurrentShot %= Shots.Length; SplineProgress = 0; FadeStartTime = Time.time; CurrentFade = FadeState.FadeIn; } } }
void OnGUI() { GUI.depth = depth; if(fs != FadeState.NONE){ switch(fs){ case FadeState.FADEIN: GUI.DrawTexture(new Rect(posFadex*Screen.width, 0f, Screen.width*2f, Screen.height), fade); posFadex -= Time.deltaTime/speedFade; if(posFadex <= posxfinal){ fs = FadeState.DISPLAY; if(!String.IsNullOrEmpty(levelToLoad)) Application.LoadLevel(DataManager.Instance.giveLevelToLoad(levelToLoad)); } break; case FadeState.FADEOUT: GUI.DrawTexture(new Rect(posFadex*Screen.width, 0f, Screen.width*2f, Screen.height), fade); posFadex += Time.deltaTime/speedFade; if(posFadex >= 1f){ fs = FadeState.NONE; if(disableWhenFinish) { this.enabled = false; } } break; case FadeState.DISPLAY: GUI.DrawTexture(new Rect(posFadex*Screen.width, 0f, Screen.width*2f, Screen.height), fade); break; } } }
void Update() { if (_fadeState == FadeState.Idle) return; _timer += Time.deltaTime; numerator += Time.deltaTime * (int)_fadeState; if (_timer >= _halfTime && _fadeState == FadeState.Into) { if (onFadeIn != null) onFadeIn(); _fadeState = FadeState.Outto; } else if(_timer >= fadeTime && _fadeState == FadeState.Outto) { Debug.Log("Delta is : " + Time.deltaTime); if (onFadeOut != null) onFadeOut(); _fadeState = FadeState.Idle; _timer = 0; numerator = 0; } float perc = Mathf.Clamp01(numerator / _halfTime); color.a = perc; img.color = color; Debug.Log("Color A : " + img.color.a); }
private void Update() { switch(fadeState) { case FadeState.FadeIn: if (alpha < ColorConcentration.max) { alpha += speed * Time.deltaTime; } else { alpha = ColorConcentration.max; fadeState = FadeState.FadeOut; } break; case FadeState.FadeOut: if (alpha > ColorConcentration.min) { alpha -= speed * Time.deltaTime; } else { alpha = ColorConcentration.min; fadeState = FadeState.FadeIn; } break; } color = new Color(color.r, color.g, color.b, alpha); GetComponent<Renderer>().material.color = color; }
void UpdateLevelChangeCheck() { if (isEnableLevelChange && !isRequestExit && !isRequestCustomLevelChange) { if (!isEnableFadeIn || fadeAlpha <= 0.0f) { if (Time.time - startTime > showTimeSec) isRequestExit = true; else if (isExitWithAnyKey && Input.anyKeyDown && Time.time - startTime > minsShowTimeSec) isRequestExit = true; } } bool isExit = (isRequestExit || isRequestCustomLevelChange); if (isEnableFadeOut) { if (isExit) fadingState = FadeState.FADE_OUT; if (fadingState == FadeState.FADE_OUT && fadeAlpha < 1.0f) isExit = false; } if (isExit && !isAlreadyCallExit) { isAlreadyCallExit = true; SceneManager.LoadScene(isRequestCustomLevelChange ? customTargetLevel : targetLevel); } }
public void BeginFadeOut(double fadeDurationInMilliseconds) { lock (lockObject) { fadeSamplePosition = 0; fadeSampleCount = (int)((fadeDurationInMilliseconds * source.WaveFormat.SampleRate) / 1000); fadeState = FadeState.FadingOut; } }
public void FadeOut(float time) { fadeState = FadeState.FadeOut; fadeTimer = maxFadeTime = (int)(1000.0f * time); fadeIdleTime = 0; fadeValue = 1.0f; }
public void FadeIn(float time, float idleTime) { fadeState = FadeState.FadeIn; fadeTimer = maxFadeTime = (int)(1000.0f * time); fadeIdleTime = -(int)(1000.0f * idleTime); fadeTimer -= fadeIdleTime; fadeValue = 0.0f; }
// Use this for initialization void Start() { this.TextObject = this.GetComponentInChildren<TextMesh>(); this.Particles = this.GetComponentInChildren<ParticleSystem>(); this.TextProperty = Text; this.State = FadeState.FadeIn; }
/// <summary> /// Starts highlighting the target sprite by fading it in and out. /// </summary> public void StartHighlight() { if (this.fadeState == FadeState.FadeIn || this.fadeState == FadeState.FadeOut) { return; } this.fadeState = FadeState.FadeOut; }
// Use this for initialization void Start() { fade = (Texture2D) Resources.Load("Fade"); fs = FadeState.NONE; if(startFeded){ fs = FadeState.DISPLAY; posFadex = posxfinal; } }
/// <summary> /// Stops highlighting the target sprite by fading it in and stopping fading. /// </summary> public void StopHighlight() { if (this.fadeState == FadeState.None || this.fadeState == FadeState.FadeInAndStop) { return; } this.fadeState = FadeState.FadeInAndStop; }
// ============================================================================= // ============================================================================= // METHODS -------------------------------------------------------------------- public void ViewOnTarget( Transform target, Vector3 offset, string text ) { Status = FadeState.FadeIn; TransTarget = target; TransTargetOffset = offset; GuiText.text = text; TimeStart = Time.time; }
void Start() { startTime = Time.time; isRequestExit = false; isRequestCustomLevelChange = false; isAlreadyCallExit = false; fadingState = FadeState.FADE_IN; fadeAlpha = isEnableFadeIn ? 1.0f : 0.0f; if (isEnableGameState) GameStateManager.Instance.setState(gameStateAtStart); }
void Start () { // Initialise animation animationIndex = 0; animationImage.sprite = animationSprites[animationIndex]; animationImage.color = new Color(1.0f, 1.0f, 1.0f, 0.0f); // Start fade in fadeState = FadeState.IN; StartCoroutine(FadeImage()); }
public PlayerCharacterStatusBox(Vector2 position, PlayerCharacterStatusBoxMode mode) : base("General/StatusBoxBG", position, Vector2.Zero) { this.mode = mode; alpha = 0.0f; fadeState = FadeState.IdleFaded; levelUpOccurred = false; newTechniqueLearned = false; controls = new GamePadController(PlayerIndex.One); debugControls = new KeyboardController(); addEXPTimer = 0.0f; }
public void Start () { if(musicClips.Length >= 5) { music.clip = musicClips[4]; music.Play(); state = FadeState.FadingIn; } else { state = FadeState.None; } music.volume = 0.1f; }
public override void Initialize() { this.spriteBatch = SCSServices.Instance.SpriteBatch; background = SCSServices.Instance.ResourceManager.GetResource<Texture2D>(@"Images\Controls\Loading"); alpha = 0; this.timer = FADE_TIME; this.state = FadeState.FadeIn; this.backgroundSound = SCSServices.Instance.ResourceManager.GetResource<Sound>(BACKGROUND_SOUNDNAME); base.Initialize(); }
public void FadeOut( Action then = null ) { if ( fadeState != FadeState.Normal ) { Debug.LogWarning("FadeOut called in state " + fadeState); return; } fadeState = FadeState.FadingOut; Singletons.player.FadeToDark( onComplete: () => { fadeState = FadeState.Darkness; if ( then != null ) then(); }); }
public void Play(int targetClip) { if(targetClip >= 0 && targetClip < musicClips.Length) { this.state = FadeState.FadingOut; this.targetClip = targetClip; } else { this.state = FadeState.None; this.targetClip = -1; music.Stop(); music.clip = null; } }
private void FadeOut(float[] buffer, int offset, int sourceSamplesRead) { int sample = 0; while (sample <sourceSamplesRead) { float multiplier = 1.0f - (fadeSamplePosition / (float)fadeSampleCount); for (int ch = 0; ch < source.WaveFormat.Channels; ch++) { buffer[offset + sample++] *= multiplier; } fadeSamplePosition++; if (fadeSamplePosition > fadeSampleCount) { fadeState = FadeState.Silence; // clear out the end ClearBuffer(buffer, sample + offset, sourceSamplesRead - sample); break; } } }
void Update() { time += Time.deltaTime; switch (fadeState) { case FadeState.FadingIn: if (time >= fadeInTime) fadeState = FadeState.None; guiTex.color = new Color(guiTex.color.r, guiTex.color.b, guiTex.color.g, fadeInCurve.Evaluate(time / fadeInTime)); break; case FadeState.FadingOut: if (time >= fadeOutTime) fadeState = FadeState.None; guiTex.color = new Color(guiTex.color.r, guiTex.color.b, guiTex.color.g, fadeOutCurve.Evaluate(time / fadeOutTime)); break; } }
public void SwitchToState(FadeState s) { this.state = s; switch (this.state) { case FadeState.IN: this.SwitchToFadeIn(); break; case FadeState.IDLE: this.SwitchToIdle(); break; case FadeState.OUT: this.SwitchToFadeOut(); break; } }
public void FadeIn( float duration=2, Action then = null ) { if ( fadeState != FadeState.Darkness ) { Debug.LogWarning("FadeIn called in state " + fadeState); return; } fadeState = FadeState.FadingIn; Singletons.player.FadeFromDark( duration:duration, onComplete: () => { fadeState = FadeState.Normal; if ( then != null ) then(); }); }
public SplashScreenState(ContentManager newManager) { contentManager = newManager; IsUpdateable = true; calledLoadAssets = false; flashOffText = false; startButtonDown = false; state = SplashScreenVisualState.Loading; fadeState = FadeState.FadeIn; fadeTimer = 0; gameInput = new GameInput(Game1.graphics.GraphicsDevice); }
/// <summary> /// resets the time scale + any ongoing timers, begins full /// screen fadeout and loads the specified level /// </summary> public void LoadLevel(int level) { ClosingDown = true; vp_Timer.CancelAll(); vp_TimeUtility.TimeScale = 1.0f; m_FadeState = FadeState.FadeOut; CurrentFullScreenFadeTime = Time.time + m_FullScreenFadeOutDuration; vp_Timer.In(m_FullScreenFadeOutDuration, delegate() { #if UNITY_5_4_OR_NEWER SceneManager.LoadScene(level); #else Application.LoadLevel(level); #endif }); }
protected internal override void Draw(int X, int Y) { if (GFader.m_Fade) { if (Gumps.LastOver == null || !Gumps.LastOver.IsChildOf((Gump)this)) { if (this.State != FadeState.O2F && this.State != FadeState.Faded) { this.State = FadeState.O2F; } } else if (this.State != FadeState.F2O && this.State != FadeState.Opaque) { this.State = FadeState.F2O; } } base.Draw(X, Y); }
public void FadeTo(float volume, float duration, OnFadeComplete completeCallback) { if (fadeState == FadeState.Fading) { if (completionCallback != null) { completionCallback(false); } } if (audioSource == null) return; targetVolume = volume; startTime = Time.time; startVolume = audioSource.volume; completionCallback = completeCallback; fadeState = FadeState.Fading; fadeDuration = duration; }
/// <summary> /// フェードインするコルーチン /// </summary> /// <param name="frame">フェードさせるフレーム</param> /// <param name="fadeInFinished">フェードイン終了後に行う関数</param> /// <returns></returns> public IEnumerator FadeInCoroutine(float frame, FadeInFinishedFunc fadeInFinished = null) { state = FadeState.FadeIn; float speed = 1 / frame; for (int i = 0; i < frame; i++) { Alpha += speed; yield return(null); } if (fadeInFinished != null) { fadeInFinished(); } state = FadeState.None; yield break; }
// Start is called before the first frame update void Start() { switch (state) { case FadeState.Unset: Color c = fadeImage.color; c.a = 0f; fadeImage.color = c; state = FadeState.FadeIn; fadeImage.gameObject.SetActive(false); break; case FadeState.FadeIn: StaticDelegates.UpdateAllMovement(false); StartCoroutine(FadeFromBlack()); break; } }
} // End of ChangeColor. /// <summary> /// @brief ステータスを変更 /// @brief [in]FadeState : フェードステータス /// </summary> public void ChangeState(FadeState in_state) { // フェードステートを取得 m_fade_state = in_state; // フェード情報を初期化 m_fade_count = 0f; m_fade_flag = false; switch (in_state) { case FadeState.FADE_IN: m_fade_alpha = 1f; break; case FadeState.FADE_OUT: m_fade_alpha = 0f; break; } } // End of ChangeState.
/// <summary> /// フェードを開始する /// </summary> public void Play(FadeState state, ushort floor, bool isWait = false, float duration = 1, bool ignoreTimeScale = true) { if (state == FadeState.FadeOut) { _fadeTarget.alpha = 1; } else { _fadeTarget.alpha = 0; } _fadeTarget.transform.Find("DungeonFloorText").GetComponent <Text>().text = string.Format("{0} F", floor); FadeState = state; _duration = duration; isWait = false; IsFadeinEnd = false; IsFadeChange = false; _ignoreTimeScale = ignoreTimeScale; }
/// <summary> /// Manages the fadein/fadeout logic /// </summary> /// <param name="elapsed"></param> public void Update(TimeSpan elapsed) { switch (_currentFadeState) { case FadeState.FadeIn: _elapsed += elapsed; if (_elapsed >= _fadeDuration) { _currentFadeState = FadeState.Static; CurrentAlpha = 1f; OverlayColor = _originalColor.WithAlpha(CurrentAlpha); FadeInCompleted?.Invoke(this, EventArgs.Empty); } else { CurrentAlpha = (float)(_elapsed.TotalSeconds / _fadeDuration.TotalSeconds); OverlayColor = _originalColor.WithAlpha(CurrentAlpha); } break; case FadeState.FadeOut: _elapsed += elapsed; if (_elapsed >= _fadeDuration) { _currentFadeState = FadeState.Static; CurrentAlpha = 0f; OverlayColor = _originalColor.WithAlpha(CurrentAlpha); FadeOutCompleted?.Invoke(this, EventArgs.Empty); } else { CurrentAlpha = 1f - ((float)(_elapsed.TotalSeconds / _fadeDuration.TotalSeconds)); OverlayColor = _originalColor.WithAlpha(CurrentAlpha); } break; } }
private void FadeIn(float[] buffer, int offset, int sourceSamplesRead) { int sample = 0; while (sample < sourceSamplesRead) { float multiplier = (fadeSamplePosition / (float)fadeSampleCount); for (int ch = 0; ch < source.WaveFormat.Channels; ch++) { buffer[offset + sample++] *= multiplier; } fadeSamplePosition++; if (fadeSamplePosition > fadeSampleCount) { fadeState = FadeState.FullVolume; // no need to multiply any more break; } } }
//Function called from the EventManager private void BeginFade(EVTData data_) { //Making sure the combat transition class isn't null, or else we stop if (data_.combatTransition == null) { return; } //Storing all of the fade information this.fadeToBlackTime = data_.combatTransition.fadeToBlackTime; this.stayOnBlackTime = data_.combatTransition.stayOnBlackTime; this.fadeInTime = data_.combatTransition.fadeInTime; this.eventOnBlack = data_.combatTransition.eventOnBlack; //Starts the transition this.currentlyTransitioning = true; this.currentState = FadeState.FadeOut; this.currentTime = 0; }
void Start() { _creditPanels = new List <GameObject>(); for (int i = 0; i < CreditsScreen.transform.childCount; i++) { _creditPanels.Add(CreditsScreen.transform.GetChild(i).gameObject); } _screenTexts = _creditPanels[_currentScreen].GetComponentsInChildren <TMPro.TMP_Text>(); foreach (var item in _screenTexts) { item.alpha = 0; } fadeState = FadeState.None; StartCoroutine(StartChangeScreens()); }
private void Update() { displayTime -= Time.deltaTime; float pct = 0f; switch (CurrentState) { case FadeState.ShowDelay: if (displayTime <= 0) { CurrentState = FadeState.FadeIn; displayTime = FADE_TIME; } break; case FadeState.FadeIn: pct = Mathf.Min(1f - (displayTime / FADE_TIME), 1f); Canvas.alpha = pct; if (displayTime <= 0) { CurrentState = FadeState.Displaying; displayTime = DISPLAY_TIME; } break; case FadeState.Displaying: if (displayTime <= 0) { CurrentState = FadeState.FadeOut; displayTime = FADE_TIME; } break; case FadeState.FadeOut: pct = Mathf.Max(displayTime / FADE_TIME, 0f); Canvas.alpha = pct; if (displayTime <= 0) { CurrentState = FadeState.Hidden; } break; } }
private void Update2() { if (FadeState == FadeState.None || isWait == true) { return; } float fadeSpeed = 1f / _duration; if (_ignoreTimeScale) { fadeSpeed *= Time.unscaledDeltaTime; } else { fadeSpeed *= Time.smoothDeltaTime; } _fadeTarget.alpha += fadeSpeed * (FadeState == FadeState.FadeIn ? 1f : -1f); //フェード終了判定 if (_fadeTarget.alpha > 0 && _fadeTarget.alpha < 1) { return; } //フェードインが終了したらフェードアウトに切り替え if (FadeState == FadeState.FadeIn) { isWait = true; IsFadeinEnd = true; FadeState = FadeState.FadeOut; MainThreadDispatcher.StartUpdateMicroCoroutine(WaitCorutine()); //StartCoroutine("WaitCorutine"); } //フェードアウトが終了したら終了フラグを出す else if (FadeState == FadeState.FadeOut && isWait == false) { IsFadeChange = true; FadeState = FadeState.None; } }
protected override void OnInit() { this.go = gameObject; DontDestroyOnLoad(this.gameObject); var tmpCanvas = this.go.AddComponent <Canvas>(); this.canvas = tmpCanvas; this.canvas.renderMode = RenderMode.ScreenSpaceCamera; this.canvas.sortingOrder = 999; var scale = this.go.AddComponent <CanvasScaler>(); scale.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; scale.referenceResolution = Vector2.one; var obj = new GameObject("FadeImage"); obj.transform.SetParent(this.transform, false); var tmpImage = obj.AddComponent <Image>(); this.image = tmpImage; this.FadeColor = Color.black; this.FadeAlpha = 0; if (this.isStartFade) { this.FadeAlpha = 1; this.StartCoroutine(this.FadeIn(this.startFadeTime)); } if (Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.LinuxPlayer) { Screen.fullScreenMode = FullScreenMode.ExclusiveFullScreen; Screen.SetResolution(this.screenWidth, this.screenHeight, false); } this.state = FadeState.Free; }
private void UpdateAnimation() { if(!animationImage) return; // Switch the state flade fadeState = (fadeState == FadeState.IN) ? FadeState.OUT : FadeState.IN; // Check if we are fading in if(fadeState == FadeState.IN) { // Update image index animationIndex++; Utility.Wrap(ref animationIndex, 0, animationSprites.Count - 1); animationImage.sprite = animationSprites[animationIndex]; } // Start the animation again StartCoroutine(FadeImage()); }
/// <summary> /// 実際にフェードを開始 /// </summary> /// <param name="_isFadeOut"></param> /// <param name="_duration"></param> /// <param name="_ignoreTimeScale"></param> /// <param name="_onFinished"></param> public void Play(bool _isFadeOut, float _duration, bool _ignoreTimeScale = true, Action _onFinished = null) { this.enabled = true; m_ignoreTimeScale = _ignoreTimeScale; m_onFinished = _onFinished; if (_isFadeOut) { Alpha = 1; m_fadeState = FadeState.FadeOut; } else { Alpha = 0; m_fadeState = FadeState.FadeIn; m_duration = _duration; } }
/* ----------------------- Stop() ----------------------- */ public void Stop() { // overrides everything state = FadeState.Null: StopAllCoroutines(): if ( audioSource != null ) { audioSource.Stop(): } if ( onFinished != null ) { onFinished(): onFinished = null: } if ( onFinishedObject != null ) { onFinishedObject( onFinishedParam ): onFinishedObject = null: } if ( playingSoundGroup != null ) { playingSoundGroup.DecrementPlayCount(): playingSoundGroup = null: } }
IEnumerator fade(AudioSource backgroundAudioSource, FadeState state) { float elapsedTime = 0f; float currentVolume = backgroundAudioSource.volume; while (elapsedTime < delay) { elapsedTime += Time.deltaTime; if (state == FadeState.FADE_IN) { backgroundAudioSource.volume = Mathf.Lerp(0f, 1f, elapsedTime / delay); } else if (state == FadeState.FADE_OUT) { backgroundAudioSource.volume = Mathf.Lerp(1f, 0f, elapsedTime / delay); } yield return(null); } }
private void FadeOut(float[] buffer, int offset, int sourceSamplesRead) { int sample = 0; while (sample < sourceSamplesRead) { float multiplier = 1.0f - (fadeSamplePosition / (float)fadeSampleCount); for (int ch = 0; ch < source.WaveFormat.Channels; ch++) { buffer[offset + sample++] *= multiplier; } fadeSamplePosition++; if (fadeSamplePosition > fadeSampleCount) { fadeState = FadeState.Silence; // clear out the end ClearBuffer(buffer, sample + offset, sourceSamplesRead - sample); break; } } }
public void Stop(float fadeTime = 0f) { if (IsFadingOut || !IsPlaying) { return; } if (fadeTime > 0f) { float p = Mathf.Clamp01(_currFadeTime / this._fadeTime); _fadeDir = -1f; _fadeTime = fadeTime; _currFadeTime = _fadeTime * p; _state = FadeState.FadingOut; } else { _source.Stop(); } }
public void OnFade(FadeState state) { fadeState = state; switch (fadeState) { case FadeState.FadeIn: StartCoroutine(Fade(1, 0)); break; case FadeState.FadeOut: StartCoroutine(Fade(0, 1)); break; case FadeState.FadeInOut: case FadeState.FadeLoop: StartCoroutine(FadeInOut()); break; } }
/// <summary> /// Fadeする /// </summary> private void Fade() { Color newColor = image.color; newColor.a += FadeValue(); image.color = newColor; effect.SetFloat("_Count", newColor.a * newColor.a * maxPrefer); effect.SetFloat("_Alpha", newColor.a); lockImage.color = newColor * 2; if (newColor.a >= 1.0f) { state = FadeState.None; } if (newColor.a <= 0.0f) //FadeOut後削除 { Destroy(gameObject); } }
// Update is called once per frame void Update() { if (!IsFade) { return; } float fadeSpeed = 1.0f / m_duration; if (m_ignoreTimeScale) { fadeSpeed *= Time.unscaledDeltaTime; } else { fadeSpeed *= Time.deltaTime; } if (m_fadeState == FadeState.FadeIn) { Alpha += fadeSpeed * 1.0f; } else { Alpha += fadeSpeed * -1.0f; } // Fade中 if (Alpha > 0 && Alpha < 1) { return; } m_fadeState = FadeState.None; //this.enabled = false; if (m_onFinished != null) { // Debug.Log("FadeFade"); m_onFinished(); } }
public void Update(GameTime gameTime, float upperElementMix) { if (mFadeState == FadeState.Waiting) { return; } if (mFadeState == FadeState.FadeIn) { mFadeTime += gameTime.ElapsedGameTime.Milliseconds; if (mFadeTime > mFadeInTime) { mFadeState = FadeState.Playing; mMix = 1.0f; } else { mMix = mFadeTime / (float)mFadeInTime; } // An animation which isn't looping we want to first fade in before we start playing it if (!mLoop) { mAnimationStartTime = (float)gameTime.TotalGameTime.TotalMilliseconds; } } if (mFadeState == FadeState.FadeOut) { mMix = mFadeOutWeight * (1.0f - upperElementMix); if (!(mMix > 0.0f)) { mFadeState = FadeState.Stopped; mMix = 0.0f; } } UpdateAnimationTime(gameTime); }
private void ExecuteWhenStateTransitionsToCrossFade(float[] buffer, int sampleCount) { fadeState = FadeState.FullVolume; if (!_nondivisibleFlag) { var time = bytesRead * 1000 / source.WaveFormat.SampleRate * source.WaveFormat.Channels; source = source.Skip(TimeSpan.FromMilliseconds(timetoSkip + time)); } else { var tempBuffer = new float[copyofOffsetSamples]; source = source.Skip(TimeSpan.FromMilliseconds(timetoSkip)); try { source.Read(tempBuffer, 0, copyofOffsetSamples); } catch { } var mod = bytesRead % sampleCount; if (mod == 0) { var times = bytesRead / sampleCount; for (int count = 0; count < times; count++) { source.Read(buffer, 0, sampleCount); } } else { // for wasapi exlusive and non-exclusive mode while (bytesRead > sampleCount) { source.Read(buffer, 0, sampleCount); bytesRead -= sampleCount; } source.Read(buffer, 0, bytesRead); } } }
void Start() { #if UNITY_WSA if (!HolographicSettings.IsDisplayOpaque) { GetComponentInChildren <MeshRenderer>().enabled = false; Debug.Log("Removing unnecessary full screen effect from HoloLens"); return; } #endif currentState = FadeState.idle; if (FadeSharedMaterial) { fadeMaterial = GetComponentInChildren <MeshRenderer>().sharedMaterial; } else { fadeMaterial = GetComponentInChildren <MeshRenderer>().material; } }
public void PerformFade(string main, string sub, Action action) { _fadeState = FadeState.FadeIn; Fading = true; _bottomPanel.color = new Color(0, 0, 0, 1); _bottomPanel.gameObject.SetActive(false); _topPanel.color = new Color(0, 0, 0, 0); _topPanel.gameObject.SetActive(true); _mainText.text = main; _subText.text = sub; _mainText.gameObject.SetActive(false); _subText.gameObject.SetActive(false); _action = action; this.gameObject.SetActive(true); }
private void FadeIn(float[] buffer, int offset, int sourceSamplesRead) { int sample = 0; while (sample < sourceSamplesRead) { for (int ch = 0; ch < source.WaveFormat.Channels; ch++) { buffer[offset + sample++] *= fadePosition; } fadePosition += fadeStep; if (fadePosition >= 1) { fadePosition = 1; fadeState = FadeState.FullVolume; // no need to multiply any more eventInvokeQueue.Enqueue(() => OnFadeInCompleted?.Invoke(this, EventArgs.Empty)); break; } } }
IEnumerator FadeFromBlack() { Debug.Log("Fading"); Color c = fadeImage.color; c.a = 1f; fadeImage.color = c; while (c.a > 0f) { c.a -= fadeSpeed * Time.deltaTime; fadeImage.color = c; yield return(null); } c.a = 0f; fadeImage.color = c; state = FadeState.FadeOut; fadeImage.gameObject.SetActive(false); StaticDelegates.PlaySequence(true); }
public void OnFadeTweenComplete() { switch (_fadeState) { case FadeState.Idle: break; case FadeState.FadeOut: ChangeScene(); _fadeState = FadeState.FadeIn; var fadeLayer = GetNode <FadeLayer>("FadeLayer"); var fadeTween = fadeLayer.GetNode <Tween>("FadeTween"); fadeTween.InterpolateProperty(fadeLayer, "Percent", 1.0, 0.0, 0.5F, Tween.TransitionType.Linear, Tween.EaseType.In, 0.0F); fadeTween.Start(); break; case FadeState.FadeIn: _fadeState = FadeState.Idle; break; } }
/// <summary> /// Fades the information. /// </summary> /// <param name="buffer">The buffer.</param> /// <param name="offset">The offset.</param> /// <param name="sourceSamplesRead">The source samples read.</param> private void FadeIn(float[] buffer, int offset, int sourceSamplesRead) { var sample = 0; while (sample < sourceSamplesRead) { var multiplier = fadeSamplePosition / (float)fadeSampleCount; for (var ch = 0; ch < source.WaveFormat.Channels; ch++) { buffer[offset + sample] *= multiplier; sample++; } fadeSamplePosition++; if (fadeSamplePosition > fadeSampleCount) { fadeState = FadeState.FullVolume; break; } } }
private void FadeIn(float[] buffer, int offset, int sourceSamplesRead) { int sample = 0; while (sample < sourceSamplesRead) { float multiplier = this.fadeSamplePosition / (float)this.fadeSampleCount; for (int ch = 0; ch < this.source.WaveFormat.Channels; ch++) { buffer[offset + sample++] *= multiplier; } this.fadeSamplePosition++; if (this.fadeSamplePosition > this.fadeSampleCount) { this.fadeState = FadeState.FullVolume; // no need to multiply any more this.FadingFinished?.Invoke(this, EventArgs.Empty); break; } } }
private void Awake() { if(GetComponent<Renderer>().material.color != null) { color = GetComponent<Renderer>().material.color; if(color.a > ColorConcentration.centor) { alpha = ColorConcentration.max; fadeState = FadeState.FadeOut; } else { alpha = ColorConcentration.min; fadeState = FadeState.FadeIn; } color = new Color(color.r, color.g, color.b, alpha); } else { enabled = false; } }