protected void RunSelf(MainCamera mainCam, float _time)
        {
            if (mainCam == null)
            {
                return;
            }

            mainCam.StopCrossfade();

            if (fadeType == FadeType.fadeIn)
            {
                if (isInstant)
                {
                    mainCam.FadeIn(0f);
                }
                else
                {
                    mainCam.FadeIn(_time, forceCompleteTransition);
                }
            }
            else
            {
                Texture2D texToUse = tempTexture;
                if (!setTexture)
                {
                    texToUse = null;
                }

                float timeToFade = _time;
                if (isInstant)
                {
                    timeToFade = 0f;
                }

                mainCam.FadeOut(timeToFade, texToUse, forceCompleteTransition);
            }
        }
Example #2
0
        protected void RunSelf(MainCamera mainCam, float _time)
        {
            if (mainCam == null)
            {
                return;
            }

            mainCam.StopCrossfade();

            if (isInstant)
            {
                _time = 0f;
            }

            if (fadeType == FadeType.fadeIn)
            {
                mainCam.FadeIn(_time, forceCompleteTransition, cameraFadePauseBehaviour, fadeCurve);
            }
            else
            {
                Texture2D texToUse = (setTexture) ? tempTexture : null;
                mainCam.FadeOut(_time, texToUse, forceCompleteTransition, cameraFadePauseBehaviour, fadeCurve);
            }
        }
Example #3
0
		private void RunSelf (MainCamera mainCam, float _time)
		{
			if (mainCam == null)
			{
				return;
			}

			mainCam.StopCrossfade ();

			if (fadeType == FadeType.fadeIn)
			{
				if (isInstant)
				{
					mainCam.FadeIn (0f);
				}
				else
				{
					mainCam.FadeIn (_time);
				}
			}
			else
			{
				Texture2D texToUse = tempTexture;
				if (!setTexture)
				{
					texToUse = null;
				}

				float timeToFade = _time;
				if (isInstant)
				{
					timeToFade = 0f;
				}

				mainCam.FadeOut (timeToFade, texToUse);
			}
		}