Example #1
0
    // UI 페이드 효과
    public void FadeEffect(GameObject target, Vector2 goalVal, float time, FadeFlag optionFlag)
    {
        // 위치 변경 페이드
        if ((optionFlag & FadeFlag.POSITION) == FadeFlag.POSITION)
        {
            StartCoroutine(FadePosition(target.GetComponent <RectTransform>(), goalVal, time));
        }

        // 크기 변경 페이드
        if ((optionFlag & FadeFlag.SCALE) == FadeFlag.SCALE)
        {
            StartCoroutine(FadeScale(target.GetComponent <RectTransform>(), goalVal, time));
        }

        // 알파 변경 페이드
        if ((optionFlag & FadeFlag.ALPHA) == FadeFlag.ALPHA)
        {
            if (target.GetComponent <Image>() != null)
            {
                StartCoroutine(FadeAlpha(target.GetComponent <Image>(), goalVal.x, time));
            }
            else if (target.GetComponent <Text>() != null)
            {
                StartCoroutine(FadeAlpha(target.GetComponent <Text>(), goalVal.x, time));
            }
            else if (target.GetComponent <SpriteRenderer>() != null)
            {
                StartCoroutine(FadeAlpha(target.GetComponent <SpriteRenderer>(), goalVal.x, time));
            }
            else
            {
            }
        }

        // 각도 변경 페이드
        if ((optionFlag & FadeFlag.ANGLE) == FadeFlag.ANGLE)
        {
            StartCoroutine(FadeAngle(target.GetComponent <RectTransform>(), goalVal, time));
        }

        // 종료 후 enable 설정
        if ((optionFlag & FadeFlag.FINDISABLE) == FadeFlag.FINDISABLE)
        {
            StartCoroutine(AfterEnable(target.gameObject, time, false));
        }

        // 종료 후 disable 설정
        if ((optionFlag & FadeFlag.FINDESTROY) == FadeFlag.FINDESTROY)
        {
            StartCoroutine(AfterEnable(target.gameObject, time, true));
        }
    }
Example #2
0
 public void FadeStart(FadeFlag Flag)
 {
     SwichFlag = Flag;
     StartCoroutine(Fader());
 }