Beispiel #1
0
 public void Update(GameTime gameTime)
 {
     if (fading)
     {
         if (fadeIn)
         {
             fadeValue += fadeSpeed;
             if (fadeValue >= 255)
             {
                 if (loop)
                 {
                     fadeIn = false;
                 }
                 else
                 {
                     fading = false;
                 }
                 fadeValue = 255;
                 OnFadedIn?.Invoke(this, null);
             }
         }
         else
         {
             fadeValue -= fadeSpeed;
             if (fadeValue <= 0)
             {
                 if (loop)
                 {
                     fadeIn = true;
                 }
                 else
                 {
                     fading = false;
                 }
                 fadeValue = 0;
                 OnFadedOut?.Invoke(this, null);
             }
         }
         byte b = (byte)fadeValue;
         tr.color.R = b;
         tr.color.G = b;
         tr.color.B = b;
         tr.color.A = b;
     }
 }
Beispiel #2
0
    /// <summary>Use StartCoroutine() on this one.</summary>
    public IEnumerator FadeOut(float fadeSeconds, bool stopWhenDone = true)
    {
        float startVolume = source.volume;

        while (source.volume > 0)
        {
            source.volume -= startVolume * (Time.unscaledDeltaTime / fadeSeconds);
            yield return(null);
        }

        if (stopWhenDone)
        {
            Stop();
            source.volume = initialVolume;
        }

        OnFadedOut?.Invoke();
    }
Beispiel #3
0
    private IEnumerator FadeCoroutine(CanvasGroup group, float end, float time)
    {
        float start = group.alpha;
        float alpha = group.alpha;
        float timer = 0f;

        while (alpha != end)
        {
            timer      += Time.unscaledDeltaTime;
            alpha       = Mathf.Lerp(start, end, timer / time);
            group.alpha = alpha;

            yield return(null);
        }

        if (end == 1f)
        {
            OnFadedIn.Invoke();
        }
        else if (end == 0f)
        {
            OnFadedOut.Invoke();
        }
    }