private void Fade(Script_SpriteFadeOut mySprite)
 {
     if (isFadeIn)
     {
         // mySprite.SetVisibility(false);
         StartCoroutine(mySprite.FadeInCo(null, fadeTime, alphaTarget));
     }
     else
     {
         // mySprite.SetVisibility(true);
         StartCoroutine(mySprite.FadeOutCo(null, fadeTime, alphaTarget));
     }
 }
    /// <summary>
    /// Note: This gameobject must be active to call this method (to run coroutine).
    /// </summary>
    public void FadeIn()
    {
        // if is fully faded out, then upon fading in, match up with player position
        if (fadeOutCoroutine != null)
        {
            StopCoroutine(fadeOutCoroutine);
            fadeOutCoroutine = null;
        }

        if (fadeInCoroutine != null)
        {
            return;
        }

        float t = Script_Utils.GetFadeTime(fadeSpeed);

        fadeInCoroutine = StartCoroutine(spriteFader.FadeInCo(
                                             null,
                                             t
                                             ));
    }
Example #3
0
    public void FadeIn(Action cb, float?_fadeTime = null)
    {
        float fadeTime = _fadeTime ?? Script_Utils.GetFadeTime(fadeSpeed);

        StartCoroutine(spriteFader.FadeInCo(cb, fadeTime));
    }
    private void HandleFadeOut()
    {
        if (fadeOutAxis == FadeOutAxis.None)
        {
            return;
        }

        if (CheckBounds())
        {
            FadeIn();
        }
        else
        {
            FadeOut();
        }

        /// <summary>
        /// Ensure other coroutine stops running
        /// Check if we're already fading out
        /// </summary>
        void FadeOut()
        {
            if (fadeInCoroutine != null)
            {
                StopCoroutine(fadeInCoroutine);
                fadeInCoroutine = null;
            }
            if (isFadedOut || fadeOutCoroutine != null)
            {
                return;
            }

            float t = Script_Utils.GetFadeTime(fadeSpeed);

            isFadedIn        = false;
            fadeOutCoroutine = StartCoroutine(spriteFader.FadeOutCo(
                                                  () => {
                isFadedOut = true;
            }, t
                                                  ));
        }

        void FadeIn()
        {
            // if is fully faded out, then upon fading in, match up with player position
            if (isFadedOut)
            {
                InitializeState();
            }

            if (fadeOutCoroutine != null)
            {
                StopCoroutine(fadeOutCoroutine);
                fadeOutCoroutine = null;
            }
            if (isFadedIn || fadeInCoroutine != null)
            {
                return;
            }

            float t = Script_Utils.GetFadeTime(fadeSpeed);

            isFadedOut      = false;
            fadeInCoroutine = StartCoroutine(spriteFader.FadeInCo(
                                                 () => {
                isFadedIn = true;
            }, t
                                                 ));
        }
    }