Example #1
0
 void SetFadeAction(FOXFADE_STATE state, Color color, float time)
 {
     fadeState = state;
     startTime = Time.time;
     fadeTime  = time;
     fadeColor = color;
 }
Example #2
0
 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;
        }
    }
Example #5
0
    void Awake()
    {
        instance  = this;
        fadeState = FOXFADE_STATE.NON;

        fadeFilterObject.GetComponent <Renderer>().sortingLayerName = "GUI";
        fadeFilterObject.GetComponent <Renderer>().sortingOrder     = 0;
    }
Example #6
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));
    }
Example #7
0
    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));
    }
Example #8
0
    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;
        }
    }
Example #9
0
 // === コード(Monobehaviour基本機能の実装) ================
 void Awake()
 {
     instance  = this;
     fadeState = FOXFADE_STATE.NON;
 }
Example #10
0
    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));
    }
Example #11
0
 // === コード(Monobehaviour基本機能の実装) ================
 void Awake()
 {
     instance  = this;
     fadeState = FOXFADE_STATE.NON;
 }