void TickFade() { //TO DO: no interpolated for smooth rendering switch (fadeTask) { case FadeTask.In: fadeCoefficient += (1.0f / fadeTimeIn) * TickDelta; if (fadeCoefficient >= 1) { fadeCoefficient = 1; fadeTask = FadeTask.None; } break; case FadeTask.Out: fadeCoefficient -= (1.0f / fadeTimeOut) * TickDelta; if (fadeCoefficient <= 0) { fadeCoefficient = 0; fadeTask = FadeTask.None; } break; case FadeTask.InOut: fadeCoefficient += (1.0f / fadeTimeIn) * TickDelta; if (fadeCoefficient >= 1) { fadeCoefficient = 1; fadeTask = FadeTask.Out; } break; } }
public void FadeOut(float time) { fadeTask = FadeTask.Out; fadeTimeOut = time; if (fadeTimeOut == 0) { fadeTimeOut = 100000; } }
public void FadeIn(float time) { fadeTask = FadeTask.In; fadeTimeIn = time; if (fadeTimeIn == 0) { fadeTimeIn = 100000; } }
public static FadeTask StartFadeManual(Color color) { FadeTask fadeTask = new FadeTask() { color = color, updateMethod = UpdateMethod.Manual }; fadeTask.Start(); tasks.Add(fadeTask); return(fadeTask); }
public void FadeInOut(float timeIn, float timeOut) { fadeTask = FadeTask.InOut; fadeTimeIn = timeIn; fadeTimeOut = timeOut; if (fadeTimeIn == 0) { fadeTimeIn = 100000; } if (fadeTimeOut == 0) { fadeTimeOut = 100000; } }
public static FadeTask StartFade(Color color, float start, float remain, float end, bool useTimeScale = false) { FadeTask fadeTask = new FadeTask() { start = start, end = end, remain = remain, color = color, updateMethod = (useTimeScale)? UpdateMethod.TimeScaled: UpdateMethod.Always }; fadeTask.Start(); tasks.Add(fadeTask); return(fadeTask); }
void TickFade() { //!!!!!!no interpolated switch( fadeTask ) { case FadeTask.In: fadeCoefficient += ( 1.0f / fadeTimeIn ) * TickDelta; if( fadeCoefficient >= 1 ) { fadeCoefficient = 1; fadeTask = FadeTask.None; } break; case FadeTask.Out: fadeCoefficient -= ( 1.0f / fadeTimeOut ) * TickDelta; if( fadeCoefficient <= 0 ) { fadeCoefficient = 0; fadeTask = FadeTask.None; } break; case FadeTask.InOut: fadeCoefficient += ( 1.0f / fadeTimeIn ) * TickDelta; if( fadeCoefficient >= 1 ) { fadeCoefficient = 1; fadeTask = FadeTask.Out; } break; } }
public void FadeOut( float time ) { fadeTask = FadeTask.Out; fadeTimeOut = time; if( fadeTimeOut == 0 ) fadeTimeOut = 100000; }
public void FadeInOut( float timeIn, float timeOut ) { fadeTask = FadeTask.InOut; fadeTimeIn = timeIn; fadeTimeOut = timeOut; if( fadeTimeIn == 0 ) fadeTimeIn = 100000; if( fadeTimeOut == 0 ) fadeTimeOut = 100000; }
public void FadeIn( float time ) { fadeTask = FadeTask.In; fadeTimeIn = time; if( fadeTimeIn == 0 ) fadeTimeIn = 100000; }
private void TickFade() { //TO DO: no interpolated for smooth rendering switch (fadeTask) { case FadeTask.In: fadeCoefficient += (1.0f / fadeTimeIn) * TickDelta; if (fadeCoefficient >= 1) { fadeCoefficient = 1; fadeTask = FadeTask.None; } break; case FadeTask.Out: fadeCoefficient -= (1.0f / fadeTimeOut) * TickDelta; if (fadeCoefficient <= 0) { fadeCoefficient = 0; fadeTask = FadeTask.None; } break; case FadeTask.InOut: fadeCoefficient += (1.0f / fadeTimeIn) * TickDelta; if (fadeCoefficient >= 1) { fadeCoefficient = 1; fadeTask = FadeTask.Out; } break; } }