// Use this for initialization void Start() { this.fadeIn = false; this.fadeOut = false; this.fadeState = EFadeState.NONE; this._fadeAlphaColor = GUI.color; }
private IEnumerator FadeOut() { this.State = EFadeState.FadeOut; while (circleRad > 0.0f) { this.circleRad -= FADE_SPEED; this.material.SetFloat("_Rad", this.circleRad / this.maxCircleRad); yield return(new WaitForFixedUpdate()); } this.circleRad = 0.0f; this.State = EFadeState.End; }
//Coroutine private IEnumerator FadeIn() { this.State = EFadeState.FadeIn; while (circleRad < this.maxCircleRad) { this.circleRad += FADE_SPEED; this.material.SetFloat("_Rad", this.circleRad / this.maxCircleRad); yield return(new WaitForFixedUpdate()); } this.circleRad = this.maxCircleRad; this.State = EFadeState.End; }
protected virtual void Update() { if (!m_configSaysFade) { return; } if (m_locked) { return; } if (m_fadeState == EFadeState.DONE) { return; } if (m_fadeState == EFadeState.FADE_IN) { if (m_currentAlpha < 1f) { m_currentAlpha += 0.05f; FadeComponents(m_currentAlpha); } else { if (m_isHovered) { return; } m_currentAlpha = 1f; FadeComponents(m_currentAlpha); m_waitTime = Time.time + m_configFadeDelay; m_fadeState = EFadeState.WAITING; } } else if (m_fadeState == EFadeState.FADE_OUT) { if (m_currentAlpha > 0f) { m_currentAlpha -= 0.05f; FadeComponents(m_currentAlpha); } else { m_currentAlpha = 0f; FadeComponents(m_currentAlpha); m_fadeState = EFadeState.DONE; } } else if (m_fadeState == EFadeState.WAITING && m_waitTime <= Time.time) { m_fadeState = EFadeState.FADE_OUT; } }
void OnGUI() { if ((!this.fadeIn && !this.fadeOut) || this.fadeState == EFadeState.DISABLED) { return; } if (this.fadeState == EFadeState.NONE && this._sceneTime <= 0) { this._fadeAlphaColor.a = 1.0f; GUI.color = this._fadeAlphaColor; GUI.DrawTexture( new Rect(0, 0, Screen.width, Screen.height), this.fadeTexture); } if (this.fadeIn && !this.fadeOut) { this._fadeAlphaColor.a = 1.0f - (this._sceneTime / this._fadeTime); GUI.color = this._fadeAlphaColor; GUI.DrawTexture( new Rect(0, 0, Screen.width, Screen.height), this.fadeTexture); if (this._sceneTime >= this._fadeTime) { this._sceneTime = 0; this.fadeIn = false; this.fadeState = EFadeState.IN_COMPLETE; } return; } else if (!this.fadeIn && this.fadeOut) { this._fadeAlphaColor.a = this._sceneTime / this._fadeTime; GUI.color = this._fadeAlphaColor; GUI.DrawTexture( new Rect(0, 0, Screen.width, Screen.height), this.fadeTexture); if (this._sceneTime >= this._fadeTime) { this._sceneTime = this._fadeTime; this.fadeState = EFadeState.OUT_COMPLETE; } return; } }
void Update() { if (!_updateWasCalledAfterLevelLoad) { if (_state == EFadeState.kFadeState_LoadAnotherLevel) { LoadLevel(); } else { _state = EFadeState.kFadeState_FadeOut; FadeOut(); } _updateWasCalledAfterLevelLoad = true; } }
public virtual void OnHover(Boolean p_isHovered) { m_isHovered = p_isHovered; if (m_isAlreadyFadingIn || m_locked) { return; } if (m_isHovered) { m_fadeState = EFadeState.FADE_IN; } else if (m_currentAlpha < 1f) { m_fadeState = EFadeState.FADE_OUT; } else { m_waitTime = Time.time + m_configFadeDelay; m_fadeState = EFadeState.WAITING; } }
public void CleanFade() { this._sceneTime = 0; this.fadeState = EFadeState.NONE; }
public void DisableFade() { this.fadeIn = false; this.fadeOut = false; this.fadeState = EFadeState.DISABLED; }