private IEnumerator FadeRoutine(FadeDelegate callback, float targetPoint) { while (m_CurrentPoint != targetPoint) { float prevSign = Mathf.Sign(targetPoint - m_CurrentPoint); //Change the color m_CurrentPoint += prevSign * m_Speed * Time.fixedDeltaTime; //Ignores deltaTime float afterSign = Mathf.Sign(targetPoint - m_CurrentPoint); //We flipped if (prevSign != afterSign) { m_CurrentPoint = targetPoint; } SetColor(m_CurrentPoint); yield return(new WaitForEndOfFrame()); } m_FadeRoutine = null; if (callback != null) { callback(); } }
public static void FadeGroup(string title, ref bool fade, FadeDelegate preTitle, FadeDelegate postTitle, FadeDelegate fadeFunc) { float minw, maxw; UnityEditor.EditorGUILayout.BeginVertical(UnityEditor.EditorStyles.helpBox); UnityEditor.EditorGUILayout.BeginHorizontal(); fade = UnityEditor.EditorGUILayout.Toggle(fade, UnityEditor.EditorStyles.foldout, UnityEngine.GUILayout.Width(15)); if (preTitle != null) { preTitle(); } UnityEditor.EditorStyles.boldLabel.CalcMinMaxWidth(new GUIContent(title), out minw, out maxw); UnityEditor.EditorGUILayout.LabelField(title, UnityEditor.EditorStyles.boldLabel, GUILayout.Width(maxw)); if (postTitle != null) { postTitle(); } UnityEditor.EditorGUILayout.EndHorizontal(); if (UnityEditor.EditorGUILayout.BeginFadeGroup(System.Convert.ToInt32(fade))) { if (fadeFunc != null) { fadeFunc(); } } UnityEditor.EditorGUILayout.EndFadeGroup(); UnityEditor.EditorGUILayout.EndVertical(); }
public void ToggleGroup(string title, string id, bool autoOpen, FadeDelegate fadeFunc) { bool open = TryGetFadeStack(id, autoOpen); ExGUI.ToggleGroup(title, ref open, fadeFunc); RecordValue(id, open); }
public void FadeGroup(string title, bool autoOpen, FadeDelegate preTitle, FadeDelegate postTitle, FadeDelegate fadeFunc) { bool open = TryGetFadeStack(title, autoOpen); ExGUI.FadeGroup(title, ref open, preTitle, postTitle, fadeFunc); RecordValue(title, open); }
private void StartFading(FadeDelegate callback, float targetPoint) { if (m_FadeRoutine != null) { StopCoroutine(m_FadeRoutine); } m_FadeRoutine = StartCoroutine(FadeRoutine(callback, targetPoint)); }
public static void ToggleGroup(string title, ref bool toggle, FadeDelegate fadeFunc) { toggle = UnityEditor.EditorGUILayout.BeginToggleGroup(title, toggle); if (fadeFunc != null) { fadeFunc(); } UnityEditor.EditorGUILayout.EndToggleGroup(); }
public static void FadeToggle(string title, ref bool toggle, FadeDelegate fadeFunc) { UnityEditor.EditorGUILayout.BeginVertical(UnityEditor.EditorStyles.helpBox); toggle = UnityEditor.EditorGUILayout.ToggleLeft(title, toggle, UnityEditor.EditorStyles.boldLabel); if (fadeFunc != null && toggle) { fadeFunc(); } UnityEditor.EditorGUILayout.EndVertical(); }
/// <summary> /// Fade the entire screen based on the direction. /// </summary> /// <param name="direction">Fade direction.</param> /// <param name="fadeDelegate">Delegate to be executed after the fading is done.</param> public static void Fade(FadeDirection direction, FadeDelegate fadeDelegate = null) { var gameObject = new GameObject("Fade"); var fader = gameObject.AddComponent <Fader> (); fader.gameObject = gameObject; fader.alpha = direction == FadeDirection.In ? 0.0f : 1.0f; fader.texture = Resources.Load("black") as Texture2D; fader.direction = direction; fader.fadeDelegate = fadeDelegate; }
public static void FadeGroup(string title, ref bool fade, GUIStyle style, FadeDelegate fadeFunc) { UnityEditor.EditorGUILayout.BeginVertical(style); UnityEditor.EditorGUILayout.BeginHorizontal(); fade = UnityEditor.EditorGUILayout.Toggle(fade, UnityEditor.EditorStyles.foldout, UnityEngine.GUILayout.Width(15)); UnityEditor.EditorGUILayout.LabelField(title, UnityEditor.EditorStyles.boldLabel); UnityEditor.EditorGUILayout.EndHorizontal(); if (UnityEditor.EditorGUILayout.BeginFadeGroup(System.Convert.ToInt32(fade))) { if (fadeFunc != null) { fadeFunc(); } } UnityEditor.EditorGUILayout.EndFadeGroup(); UnityEditor.EditorGUILayout.EndVertical(); }
public void FadeGroup(string title, FadeDelegate fadeFunc) { FadeGroup(title, title, true, UnityEditor.EditorStyles.helpBox, fadeFunc); }
public void FadeIn(FadeDelegate callback) { StartFading(callback, 1.0f); }
public void ToggleGroup(string title, bool autoOpen, FadeDelegate fadeFunc) { ToggleGroup(title, title, autoOpen, fadeFunc); }
public void ToggleGroup(string title, FadeDelegate fadeFunc) { ToggleGroup(title, title, true, fadeFunc); }
public void FadeGroup(string title, string id, bool autoOpen, GUIStyle style, FadeDelegate fadeFunc) { bool open = TryGetFadeStack(id, autoOpen); ExGUI.ColorGUI(Color.white, delegate { ExGUI.FadeGroup(title, ref open, style, fadeFunc); }); RecordValue(id, open); }
public void FadeGroup(string title, bool autoOpen, GUIStyle style, FadeDelegate fadeFunc) { FadeGroup(title, title, autoOpen, style, fadeFunc); }
public void FadeGroup(string title, GUIStyle style, FadeDelegate fadeFunc) { FadeGroup(title, title, true, style, fadeFunc); }
public void FadeGroup(string title, bool autoOpen, FadeDelegate fadeFunc) { FadeGroup(title, title, autoOpen, UnityEditor.EditorStyles.helpBox, fadeFunc); }
public void FadeOut(FadeDelegate callback) { StartFading(callback, 0.0f); }
public static void FadeGroup(string title, ref bool fade, FadeDelegate fadeFunc) { FadeGroup(title, ref fade, UnityEditor.EditorStyles.helpBox, fadeFunc); }
public void SetFadeOutCallback(FadeDelegate callback) { _fadeOutCallback = callback; }
public void SetFadeInCallback(FadeDelegate callback) { _fadeInCallback = callback; }