private void fade() { // GUI.color affects both background and text colors, so back it up Color origColor = GUI.color; // set the fade color fadeColor.a = alphaFadeValue; GUI.color = fadeColor; GUI.DrawTexture(rectTex, tex, ScaleMode.StretchToFill, true); // restore GUI color GUI.color = origColor; if (fadeDir.Equals(EnumFadeDirection.FADE_IN)) { alphaFadeValue = Mathf.Clamp01(alphaFadeValue + (Time.deltaTime * fadeTimeFactor)); if (alphaFadeValue == 1f) { finishedTransition = true; } } else if (fadeDir.Equals(EnumFadeDirection.FADE_OUT)) { alphaFadeValue = Mathf.Clamp01(alphaFadeValue - (Time.deltaTime * fadeTimeFactor)); if (alphaFadeValue == 0f) { finishedTransition = true; if (fadeOutOnStart) { stopFading(); // leaves state properly } } } }
private void fade() { // set the alpha color fadeColor.a = alphaFadeValue; fadeMat.SetColor("_Color", fadeColor); if (fadeDir.Equals(EnumFadeDirection.FADE_IN)) { alphaFadeValue = Mathf.Clamp01(alphaFadeValue + (Time.deltaTime * fadeTimeFactor)); if (alphaFadeValue == 1f) { finishedTransition = true; } } else if (fadeDir.Equals(EnumFadeDirection.FADE_OUT)) { alphaFadeValue = Mathf.Clamp01(alphaFadeValue - (Time.deltaTime * fadeTimeFactor)); if (alphaFadeValue == 0f) { finishedTransition = true; if (fadeOutOnStart) { stopFading(); // leaves state properly } } } }
public void startFading(EnumFadeDirection direction) { this.enabled = true; // keeps the fade direction for the fade transition fadeDir = direction; // reset status finishedTransition = false; // sets starting alpha values depending on the fade direction if (direction.Equals(EnumFadeDirection.FADE_IN)) { alphaFadeValue = 0f; } else if (direction.Equals(EnumFadeDirection.FADE_OUT)) { alphaFadeValue = 1f; } }