public static createSingleColorTexture ( int width, int height, Color color ) : Microsoft.Xna.Framework.Graphics.Texture2D | ||
width | int | Width. |
height | int | Height. |
color | Color | Color. |
return | Microsoft.Xna.Framework.Graphics.Texture2D |
public override IEnumerator onBeginTransition() { // create a single pixel transparent texture so we can do our squares out to the next scene _overlayTexture = Graphics.createSingleColorTexture(1, 1, Color.Transparent); // populate squares yield return(Core.startCoroutine(tickEffectProgressProperty(_squaresEffect, squaresInDuration, easeType))); // load up the new Scene yield return(Core.startCoroutine(loadNextScene())); // dispose of our previousSceneRender. We dont need it anymore. previousSceneRender.Dispose(); previousSceneRender = null; // delay yield return(delayBeforeSquaresInDuration); // unpopulate squares yield return(Core.startCoroutine(tickEffectProgressProperty(_squaresEffect, squaresInDuration, EaseHelper.oppositeEaseType(easeType), true))); transitionComplete(); // cleanup _overlayTexture.Dispose(); Core.contentManager.unloadEffect(_squaresEffect.Name); }
public WaterReflectionPlane(float width, float height) { // we need a separate texture (not part of an atlas) so that we get uvs in the 0 - 1 range that the Effect requires _texture = Graphics.createSingleColorTexture(1, 1, Color.Bisque); _width = width; _height = height; _waterReflectionMaterial = new WaterReflectionMaterial(); }
public override IEnumerator onBeginTransition() { // create a single pixel texture of our fadeToColor _overlayTexture = Graphics.createSingleColorTexture(1, 1, fadeToColor); var elapsed = 0f; while (elapsed < fadeOutDuration) { elapsed += Time.deltaTime; _color = Lerps.ease(fadeEaseType, ref _toColor, ref _fromColor, elapsed, fadeOutDuration); yield return(null); } // load up the new Scene yield return(Core.startCoroutine(loadNextScene())); // dispose of our previousSceneRender. We dont need it anymore. previousSceneRender.Dispose(); previousSceneRender = null; yield return(Coroutine.waitForSeconds(delayBeforeFadeInDuration)); elapsed = 0f; while (elapsed < fadeInDuration) { elapsed += Time.deltaTime; _color = Lerps.ease( EaseHelper.oppositeEaseType(fadeEaseType), ref _fromColor, ref _toColor, elapsed, fadeInDuration); yield return(null); } transitionComplete(); _overlayTexture.Dispose(); }