void SetFadeAction(FOXFADE_STATE state, Color color, float time) { fadeState = state; startTime = Time.time; fadeTime = time; fadeColor = color; }
void SetFadeAction(FOXFADE_STATE state,Color color,float time) { fadeState = state; startTime = Time.time; fadeTime = time; fadeColor = color; }
void Update () { // 페이드 필터를 적용한다(씬 사이를 이동할 때에 대응한 처리) if (attacheObject != null && prevSceneName != Application.loadedLevelName) { GameObject go = GameObject.Find (attacheObject); fadeFilterObject.transform.position = go.transform.position; prevSceneName = Application.loadedLevelName; } // 페이드 처리 switch(fadeState) { case FOXFADE_STATE.NON : break; case FOXFADE_STATE.IN : fadeColor.a = 1.0f - ((Time.time - startTime) / fadeTime); if (fadeColor.a > 1.0f || fadeColor.a < 0.0f) { fadeColor.a = 0.0f; fadeState = FOXFADE_STATE.NON; SetFadeFilterColor(false,fadeColor); break; } SetFadeFilterColor(true,fadeColor); break; case FOXFADE_STATE.OUT : fadeColor.a = (Time.time - startTime) / fadeTime; if (fadeColor.a > 1.0f || fadeColor.a < 0.0f) { fadeColor.a = 1.0f; fadeState = FOXFADE_STATE.NON; } SetFadeFilterColor(true,fadeColor); break; } // Debug.Log (string.Format ("[FoxFadeFilter] fadeState:{0} fadeColor:{1},fadeTime:{2}", fadeState, fadeColor,fadeTime)); }
// Update is called once per frame void Update() { if(attacheObject != null){ GameObject go = GameObject.Find(attacheObject); fadeFilterObject.transform.position = go.transform.position; } switch(fadeState){ case FOXFADE_STATE.NON: break; case FOXFADE_STATE.IN: fadeColor.a = 1.0f - ((Time.time - startTime)/fadeTime); if(fadeColor.a > 1.0f || fadeColor.a <0.0f){ fadeColor.a = 0.0f; fadeState = FOXFADE_STATE.NON; SetFadeFilterColor(false,fadeColor); break; } SetFadeFilterColor(true,fadeColor); break; case FOXFADE_STATE.OUT: fadeColor.a = (Time.time - startTime)/fadeTime; if(fadeColor.a >1.0f || fadeColor.a<0.0f){ fadeColor.a = 1.0f; fadeState = FOXFADE_STATE.NON; } SetFadeFilterColor(true,fadeColor); break; } }
void Awake() { instance = this; fadeState = FOXFADE_STATE.NON; fadeFilterObject.GetComponent <Renderer>().sortingLayerName = "GUI"; fadeFilterObject.GetComponent <Renderer>().sortingOrder = 0; }
void Update() { // 페이드 필터를 적용한다(씬 사이를 이동할 때에 대응한 처리) if (attacheObject != null) { GameObject go = GameObject.Find(attacheObject); //fadeFilterObject.transform.position = go.transform.position; } // 페이드 처리 switch (fadeState) { case FOXFADE_STATE.NON: break; case FOXFADE_STATE.IN: fadeColor.a = 1.0f - ((Time.time - startTime) / fadeTime); if (fadeColor.a > 1.0f || fadeColor.a < 0.0f) { fadeColor.a = 0.0f; fadeState = FOXFADE_STATE.NON; SetFadeFilterColor(false, fadeColor); break; } SetFadeFilterColor(true, fadeColor); break; case FOXFADE_STATE.OUT: fadeColor.a = (Time.time - startTime) / fadeTime; if (fadeColor.a > 1.0f || fadeColor.a < 0.0f) { fadeColor.a = 1.0f; fadeState = FOXFADE_STATE.NON; } SetFadeFilterColor(true, fadeColor); break; } // Debug.Log (string.Format ("[FoxFadeFilter] fadeState:{0} fadeColor:{1},fadeTime:{2}", fadeState, fadeColor,fadeTime)); }
void Update() { // フェードフィルターをアタッチする(シーン間移動対応処理) if (attacheObject != null && prevSceneName != Application.loadedLevelName) { GameObject go = GameObject.Find(attacheObject); fadeFilterObject.transform.position = go.transform.position; prevSceneName = Application.loadedLevelName; } // フェード処理 switch (fadeState) { case FOXFADE_STATE.NON: break; case FOXFADE_STATE.IN: fadeColor.a = 1.0f - ((Time.time - startTime) / fadeTime); if (fadeColor.a > 1.0f || fadeColor.a < 0.0f) { fadeColor.a = 0.0f; fadeState = FOXFADE_STATE.NON; SetFadeFilterColor(false, fadeColor); break; } SetFadeFilterColor(true, fadeColor); break; case FOXFADE_STATE.OUT: fadeColor.a = (Time.time - startTime) / fadeTime; if (fadeColor.a > 1.0f || fadeColor.a < 0.0f) { fadeColor.a = 1.0f; fadeState = FOXFADE_STATE.NON; } SetFadeFilterColor(true, fadeColor); break; } // Debug.Log (string.Format ("[FoxFadeFilter] fadeState:{0} fadeColor:{1},fadeTime:{2}", fadeState, fadeColor,fadeTime)); }
void Update() { if (attacheObject != null) { GameObject go = GameObject.Find(attacheObject); fadeFilterObject.transform.position = go.transform.position; } switch (fadeState) { case FOXFADE_STATE.NON: break; case FOXFADE_STATE.IN: fadeColor.a = 1.0f - ((Time.time - startTime) / fadeTime); if (fadeColor.a > 1.0f || fadeColor.a < 0.0f) { fadeColor.a = 0.0f; fadeState = FOXFADE_STATE.NON; setFadeFilterColor(false, fadeColor); break; } setFadeFilterColor(true, fadeColor); break; case FOXFADE_STATE.OUT: fadeColor.a = (Time.time - startTime) / fadeTime; if (fadeColor.a > 1.0f || fadeColor.a < 0.0f) { fadeColor.a = 1.0f; fadeState = FOXFADE_STATE.NON; } setFadeFilterColor(true, fadeColor); break; } }
// === コード(Monobehaviour基本機能の実装) ================ void Awake() { instance = this; fadeState = FOXFADE_STATE.NON; }
void Update() { // フェードフィルターをアタッチする(シーン間移動対応処理) if (attacheObject != null) { GameObject go = GameObject.Find (attacheObject); fadeFilterObject.transform.position = go.transform.position; } // フェード処理 switch(fadeState) { case FOXFADE_STATE.NON : break; case FOXFADE_STATE.IN : fadeColor.a = 1.0f - ((Time.time - startTime) / fadeTime); if (fadeColor.a > 1.0f || fadeColor.a < 0.0f) { fadeColor.a = 0.0f; fadeState = FOXFADE_STATE.NON; SetFadeFilterColor(false,fadeColor); break; } SetFadeFilterColor(true,fadeColor); break; case FOXFADE_STATE.OUT : fadeColor.a = (Time.time - startTime) / fadeTime; if (fadeColor.a > 1.0f || fadeColor.a < 0.0f) { fadeColor.a = 1.0f; fadeState = FOXFADE_STATE.NON; } SetFadeFilterColor(true,fadeColor); break; } // Debug.Log (string.Format ("[FoxFadeFilter] fadeState:{0} fadeColor:{1},fadeTime:{2}", fadeState, fadeColor,fadeTime)); }