Ejemplo n.º 1
0
    private IEnumerator InternalFadeIn()
    {
        transitioning = true;
        RectTransform rect = GetComponent <RectTransform>();

        const float kLength   = 0.2f;
        const float kMovement = 100f;

        for (float time = 0f; time < kLength; time += Time.deltaTime)
        {
            float progress = time / kLength;
            currentGroup.alpha    = progress;
            rect.anchoredPosition = new Vector2(
                0f,
                PanelTransitioner.Damp(-kMovement, 0f, progress));
            yield return(null);
        }

        currentGroup.alpha    = 1f;
        rect.anchoredPosition = Vector2.zero;
        transitioning         = false;

        if (defaultSelected != null)
        {
            EventSystem.current.SetSelectedGameObject(defaultSelected);
        }
    }
Ejemplo n.º 2
0
    private IEnumerator InternalFadeOut()
    {
        transitioning = true;
        RectTransform rect = GetComponent <RectTransform>();

        const float kLength   = 0.2f;
        const float kMovement = 100f;

        for (float time = 0f; time < kLength; time += Time.deltaTime)
        {
            float progress = time / kLength;
            currentGroup.alpha    = 1f - progress;
            rect.anchoredPosition = new Vector2(
                0f,
                PanelTransitioner.Damp(0f, -kMovement, progress));
            yield return(null);
        }

        currentGroup.alpha         = 0f;
        previousGroup.interactable = true;
        EventSystem.current.SetSelectedGameObject(previousSelected);
        transitioning = false;
        gameObject.SetActive(false);
    }