void Update() { if (fadeIn == fadeState.FadingIn) { if (fader.color.a < 1.0) { Color currColour = fader.color; currColour.a += fadeSpeed; fader.color = currColour; } else { fadeIn = fadeState.Idle; } } else if (fadeIn == fadeState.Idle) { if (timer < 0) { fadeIn = fadeState.FadingOut; } else { timer -= 0.05f; } } else { { if (fader.color.a > 0) { Color currColour = fader.color; currColour.a -= fadeSpeed; fader.color = currColour; } else { if (startDialogue) { GameObject.Find("Canvas").GetComponent<NodeManager>().enabled = true; enabled = false; } else { GameObject.Find("MoreText").GetComponent<TextFade>().enabled = true; enabled = false; } } } } }
// Update is called once per frame void FixedUpdate() { switch (fader) { case fadeState.Solid: if (isClicked) { Vector3 mouseTemp = Input.mousePosition; mouseTemp.z = 1; transform.position = Vector3.MoveTowards(transform.position, Camera.main.ScreenToWorldPoint(mouseTemp), speed); if (!GameManager.Instance.isEditing) { isClicked = false; StateChange(); } } break; case fadeState.Faded: break; case fadeState.FadingIn: face.color = new Color(1, 1, 1, Mathf.MoveTowards(face.color.a, 1, 0.2f * Time.deltaTime)); if (face.color.a >= 1) { fader = fadeState.Solid; StateChange(); body.enabled = true; } break; case fadeState.FadingOut: face.color = new Color(1, 1, 1, Mathf.MoveTowards(face.color.a, 0.1f, 0.4f * Time.deltaTime)); if (face.color.a <= 0.1f) { fader = fadeState.Faded; StateChange(); body.enabled = false; } break; } }
void RunFade() { switch (currentFadeState) { case fadeState.fadeState_fadein: { if (fadeTime > 2.0f) { whitebg.color = new Color(1, 1, 1, fadeTime / 2.0f); currentFadeState = fadeState.fadeState_white; fadeTime = 0.0f; } } break; case fadeState.fadeState_white: { if (fadeTime > 5.0f) { whitebg.color = new Color(1, 1, 1, 1.0f); currentFadeState = fadeState.fadeState_fadeout; fadeTime = 0.0f; } } break; case fadeState.fadeState_fadeout: { if (fadeTime > 2.0f) { whitebg.color = new Color(1, 1, 1, 0.0f); currentFadeState = fadeState.fadeState_noeffect; fadeTime = 0.0f; } } break; } }
public void FadeIn() { fader = fadeState.FadingIn; }
public void Fade() { fader = fadeState.FadingOut; }