Example #1
0
    // -- Start Fading [THIS IS THE FUNCTION U CALL TO TOGGLE FADING]
    public void StartFade(string SceneName, bool Mode = false)
    {
        // -- Do not constantly reset fade
        if (b_DoFade) return;

        // -- Set Scene to be loaded
        this.SceneName = SceneName;

        // -- Tells Program to do fading
        b_DoFade = true;

        // -- Instantiate if Canvas doesn't exist
        if (FadeSprite == null)
            InstantiateFade();

        // -- Set Default Color
        Color DefaultColor = FadeSprite.GetComponentInChildren<Image>().color;

        // -- Fade-In
        if (Mode)
        {
            this.Type = E_FadeType.FADE_IN;
            FadeSprite.GetComponentInChildren<Image>().color = new Color(DefaultColor.r, DefaultColor.g, DefaultColor.b, 1.0f);
        }

        // -- Fade Out
        else
        {
            this.Type = E_FadeType.FADE_OUT;
            FadeSprite.GetComponentInChildren<Image>().color = new Color(DefaultColor.r, DefaultColor.g, DefaultColor.b, 0.0f);
        }
    }
Example #2
0
    private void StartFade(bool Mode)
    {
        // -- Tells Program to do fading
        b_DoFade = true;

        // -- Instantiate if Canvas doesn't exist
        if (FadeSprite == null)
        {
            InstantiateFade();
        }

        // -- Set Default Color
        Color DefaultColor = FadeSprite.GetComponentInChildren <Image>().color;

        // -- Fade-In
        if (Mode)
        {
            this.Type = E_FadeType.FADE_IN;
            FadeSprite.GetComponentInChildren <Image>().color = new Color(DefaultColor.r, DefaultColor.g, DefaultColor.b, 1.0f);
        }

        // -- Fade Out
        else
        {
            this.Type = E_FadeType.FADE_OUT;
            FadeSprite.GetComponentInChildren <Image>().color = new Color(DefaultColor.r, DefaultColor.g, DefaultColor.b, 0.0f);
        }
    }
Example #3
0
    // -- Start Fading [THIS IS THE FUNCTION U CALL TO TOGGLE FADING]
    public void StartFade(string SceneName, bool Mode = false)
    {
        // -- Do not constantly reset fade
        if (b_DoFade)
        {
            return;
        }

        // -- Set Scene to be loaded
        this.SceneName = SceneName;

        // -- Tells Program to do fading
        b_DoFade = true;

        // -- Instantiate if Canvas doesn't exist
        if (FadeSprite == null)
        {
            InstantiateFade();
        }

        // -- Set Default Color
        Color DefaultColor = FadeSprite.GetComponentInChildren <Image>().color;

        // -- Fade-In
        if (Mode)
        {
            this.Type = E_FadeType.FADE_IN;
            FadeSprite.GetComponentInChildren <Image>().color = new Color(DefaultColor.r, DefaultColor.g, DefaultColor.b, 1.0f);
        }

        // -- Fade Out
        else
        {
            this.Type = E_FadeType.FADE_OUT;
            FadeSprite.GetComponentInChildren <Image>().color = new Color(DefaultColor.r, DefaultColor.g, DefaultColor.b, 0.0f);
        }
    }
Example #4
0
    private void StartFade(bool Mode)
    {
        // -- Tells Program to do fading
        b_DoFade = true;

        // -- Instantiate if Canvas doesn't exist
        if (FadeSprite == null)
            InstantiateFade();

        // -- Set Default Color
        Color DefaultColor = FadeSprite.GetComponentInChildren<Image>().color;

        // -- Fade-In
        if (Mode)
        {
            this.Type = E_FadeType.FADE_IN;
            FadeSprite.GetComponentInChildren<Image>().color = new Color(DefaultColor.r, DefaultColor.g, DefaultColor.b, 1.0f);
        }

        // -- Fade Out
        else
        {
            this.Type = E_FadeType.FADE_OUT;
            FadeSprite.GetComponentInChildren<Image>().color = new Color(DefaultColor.r, DefaultColor.g, DefaultColor.b, 0.0f);
        }
    }