public void InitFade(FadeStyle style) { switch (style) { case FadeStyle.FADEIN_FROM_BLACK: _currFade = _black; _tgtFade = _fg; break; case FadeStyle.FADEIN_FROM_BACKGROUND: _currFade = _bg; _tgtFade = _fg; break; case FadeStyle.FADEOUT_TO_BLACK: _currFade = _bg; _tgtFade = _black; break; case FadeStyle.FADEOUT_TO_BACKGROUND: default: _currFade = null; _tgtFade = null; break; } }
/// <summary> /// Animate the gameobject /// </summary> public override void Animate() { switch (initialFillStyle) { case FadeStyle.FadeIn: if (loop) { LeanTween.value(gameObject, img.fillAmount, 1, duration).setOnUpdate((float val) => { img.fillAmount = val; }).setEase(easingStyle).setDelay(delay).setLoopPingPong(); } else { LeanTween.value(gameObject, img.fillAmount, 1, duration).setOnUpdate((float val) => { img.fillAmount = val; }).setEase(easingStyle).setDelay(delay); } initialFillStyle = FadeStyle.FadeOut; break; case FadeStyle.FadeOut: if (loop) { LeanTween.value(gameObject, img.fillAmount, 0, duration).setOnUpdate((float val) => { img.fillAmount = val; }).setEase(easingStyle).setDelay(delay).setLoopPingPong(); } else { LeanTween.value(gameObject, img.fillAmount, 0, duration).setOnUpdate((float val) => { img.fillAmount = val; }).setEase(easingStyle).setDelay(delay); } initialFillStyle = FadeStyle.FadeIn; break; } }
/// <summary> /// Stop all animations on disable to prevent weird animations on next enable /// </summary> private new void OnDisable() { base.OnDisable(); if (repeatOnDisable) { img.color = initialColor; fadeStyle = initialFadeStyle; } }
public void Fade(float delay, FadeStyle style = FadeStyle.In) { if (style == FadeStyle.In) { Fader.DOColor(new Color(0f, 0f, 0f, 1f), delay); } else { Fader.DOColor(new Color(0f, 0f, 0f, 0f), delay); } }
/// <summary> /// Fade image specified in class /// </summary> /// <param name="style">Type of fade to initiate</param> /// <param name="seconds">Seconds the whole fading procces takes (excluding halfway pause time)</param> /// <param name="pauseSeconds">Seconds of pause at halfway point, can be null</param> /// <returns></returns> public void Fade(FadeStyle style, float seconds, float pauseSeconds = 0, Action action = null) { // half seconds when fading in and out if (style == FadeStyle.InAndOut || style == FadeStyle.OutAndIn) { seconds *= .5f; } // prevent multiple coroutines running simultaniously if (fadeRoutine != null) { StopCoroutine(fadeRoutine); } fadeRoutine = StartCoroutine(FadeImage(style, seconds, pauseSeconds, action)); }
public FadeEventArgs(FadeStyle fadeStyle = FadeStyle.none) { this.fadeTarget = fadeStyle; switch (fadeTarget) { case FadeStyle.fadeIn: targetOpacity = 0; break; case FadeStyle.fadeOut: targetOpacity = 1; break; } }
/// <summary> /// Start fading the gameobject's recttransform /// </summary> public override void Animate() { switch (fadeStyle) { case FadeStyle.FadeIn: if (loop) { if (!randomizeDelay) { LeanTween.alpha((RectTransform)gameObject.transform, 1, duration).setEase(easingStyle).setOnComplete(() => Animate()); } else { LeanTween.alpha((RectTransform)gameObject.transform, 1, duration).setEase(easingStyle).setOnComplete(() => StartCoroutine(AnimateAfterDelay())); } } else { LeanTween.alpha((RectTransform)gameObject.transform, 1, duration).setEase(easingStyle).setDelay(delay); } fadeStyle = FadeStyle.FadeOut; break; case FadeStyle.FadeOut: if (loop) { if (!randomizeDelay) { LeanTween.alpha((RectTransform)gameObject.transform, 0, duration).setEase(easingStyle).setOnComplete(() => Animate()); } else { LeanTween.alpha((RectTransform)gameObject.transform, 0, duration).setEase(easingStyle).setOnComplete(() => StartCoroutine(AnimateAfterDelay())); } } else { LeanTween.alpha((RectTransform)gameObject.transform, 0, duration).setEase(easingStyle).setOnComplete(() => gameObject.SetActive(!inactiveOnTransparent)).setDelay(delay); } fadeStyle = FadeStyle.FadeIn; break; default: break; } }
// Token: 0x0600CE9A RID: 52890 RVA: 0x0038D154 File Offset: 0x0038B354 private void GetPathUIController_OnGotoButtonClick(GetPathData getPathInfo) { if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_GetPathUIController_OnGotoButtonClickGetPathData_hotfix != null) { this.m_GetPathUIController_OnGotoButtonClickGetPathData_hotfix.call(new object[] { this, getPathInfo2 }); return; } BJLuaObjHelper.IsSkipLuaHotfix = false; GetPathData getPathInfo = getPathInfo2; GetPathUITask $this = this; int? num = new int?(0); FadeStyle style = FadeStyle.Black; int num2 = WorldUITask.CanGotoGetPath(getPathInfo, ref style); if (num2 <= 0) { num = new int?(num2); if (num == 0 || num == -402) { CommonUIController.Instance.StartFadeOut(delegate { $this.Pause(); if ($this.m_onGotoGetPathAction != null) { NeedGoods arg = null; if ($this.m_goodsNeedCount > 0) { arg = new NeedGoods($this.m_goodsType, $this.m_goodsID, $this.m_goodsNeedCount); } $this.m_onGotoGetPathAction(getPathInfo, arg); } }, style, -1f); } else { CommonUIController.Instance.ShowErrorMessage(num.Value, 2f, null, true); } return; } }
public void Fade(float duration, FadeStyle fadeStyle, Color color) { float targetOpacity = 0; switch (fadeStyle) { case FadeStyle.fadeIn: targetOpacity = 0; break; case FadeStyle.fadeOut: targetOpacity = 1; break; default: throw new System.NotImplementedException("Fade style " + fadeStyle + "none is invalid."); } Fade(duration, targetOpacity, color); }
/// <summary> /// Fades Image to Opaque/Transparent /// </summary> /// <param name="style">FadeStyle to Fade to</param> /// <param name="seconds">Duration of Fade</param> /// <param name="pauseSeconds">Amount of time to Pause for when doing In-Out or Out-In</param> private IEnumerator FadeImage(FadeStyle style, float seconds, float pauseSeconds = 0, Action action = null) { fadingImg.enabled = true; // loop over specified seconds for (float i = 0; i <= 1; i += UnityEngine.Time.deltaTime / seconds) { float val = i; if (style == FadeStyle.In || style == FadeStyle.InAndOut) { val = 1 - i; } if (EnableSmoothFade) // set color with val as alpha along fading curve (making fading in and out smoother) { fadingImg.color = new Color(fadingImg.color.r, fadingImg.color.g, fadingImg.color.b, FadeCurve.Evaluate(val)); } else // set color with val as alpha in a linear fashion { fadingImg.color = new Color(fadingImg.color.r, fadingImg.color.g, fadingImg.color.b, val); } yield return(null); } if (style == FadeStyle.InAndOut || style == FadeStyle.OutAndIn) // Fading twice { if (action != null) { action.Invoke(); } // hold current screen for specified seconds if (pauseSeconds > 0) { yield return(new WaitForSecondsRealtime(pauseSeconds)); } // Fade to Result fadeRoutine = StartCoroutine(FadeImage(style.Equals(FadeStyle.OutAndIn) ? FadeStyle.In : FadeStyle.Out, seconds, pauseSeconds)); } fadingImg.color = new Color(fadingImg.color.r, fadingImg.color.g, fadingImg.color.b, style.Equals(FadeStyle.In) ? 0 : 1); fadingImg.enabled = fadingImg.color.a != 0; }
public void SetFade(int steps = 5, FadeStyle style = FadeStyle.NOFADE) { if (IsDisposed) { return; } if (style == FadeStyle.NOFADE) { return; } if (steps <= 0) { return; } InitFade(style); _fadeSteps = steps; _fadeTotalSteps = steps; BackgroundImage = _currFade; Visible = true; tmFade.Enabled = true; }
// Token: 0x0600905F RID: 36959 RVA: 0x0029F4CC File Offset: 0x0029D6CC private void OpenServiceActivityUIController_OnMissionGoto(GetPathData getPathInfo) { if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_OpenServiceActivityUIController_OnMissionGotoGetPathData_hotfix != null) { this.m_OpenServiceActivityUIController_OnMissionGotoGetPathData_hotfix.call(new object[] { this, getPathInfo2 }); return; } BJLuaObjHelper.IsSkipLuaHotfix = false; GetPathData getPathInfo = getPathInfo2; OpenServiceActivityUITask $this = this; int? num = new int?(0); FadeStyle style = FadeStyle.Black; int num2 = WorldUITask.CanGotoGetPath(getPathInfo, ref style); if (num2 <= 0) { num = new int?(num2); if (num == 0) { CommonUIController.Instance.StartFadeOut(delegate { $this.Pause(); WorldUITask.StartGetPathTargetUITask(getPathInfo, $this.m_currIntent, null); }, style, -1f); } else { CommonUIController.Instance.ShowErrorMessage(num.Value, 2f, null, true); } return; } }
/// <summary> /// Start fading the gameobject's recttransform /// </summary> public void FadeGroup(bool fadeIn) { FadeStyle fade = fadeIn ? FadeStyle.FadeIn : FadeStyle.FadeOut; switch (fade) { case FadeStyle.FadeIn: if (loop) { LeanTween.value(gameObject, minMaxAlpha.x, minMaxAlpha.y, duration).setOnUpdate((float val) => { group.alpha = val; }).setEase(easingStyle).setLoopPingPong(); } else { LeanTween.value(gameObject, minMaxAlpha.x, minMaxAlpha.y, duration).setOnUpdate((float val) => { group.alpha = val; }).setEase(easingStyle); } break; case FadeStyle.FadeOut: if (loop) { LeanTween.value(gameObject, minMaxAlpha.y, minMaxAlpha.x, duration).setOnUpdate((float val) => { group.alpha = val; }).setEase(easingStyle).setLoopPingPong(); } else { if (gameObject.activeInHierarchy) { LeanTween.value(gameObject, minMaxAlpha.y, minMaxAlpha.x, duration).setOnUpdate((float val) => { group.alpha = val; }).setEase(easingStyle).setOnComplete(() => { if (inactiveOnTransparent) { gameObject.SetActive(false); } }); } } break; } }
/// <summary> /// Transiton that fades to black between scenes. /// </summary> /// <param name="fadeDuration">Duration of each fade in milliseconds.</param> /// <param name="halfwayDuration">Duration to wait before starting to fade out in milliseconds. Only relevant if fadeStyle is set to 'FadeInOut', otherwise set to 0.</param> /// <param name="fadeStyle">How to fade the scene.</param> public TransitionFade( int fadeDuration = 1000, int halfwayDuration = 500, FadeStyle fadeStyle = FadeStyle.FadeInOut ) { this.fadeDuration = fadeDuration; this.halfwayDuration = halfwayDuration; this.style = fadeStyle; }
new void Awake() { base.Awake(); initialFadeStyle = fadeStyle; }
public void ResetFader() { LeanTween.cancel(gameObject); img.color = initialColor; fadeStyle = FadeStyle.FadeOut; }
/// <summary> /// Transiton that fades to black between scenes. /// </summary> /// <param name="fadeDuration">Duration of each fade in milliseconds.</param> /// <param name="halfwayDuration">Duration to wait before starting to fade out in milliseconds. Only relevant if fadeStyle is set to 'FadeInOut', otherwise set to 0.</param> /// <param name="fadeStyle">How to fade the scene.</param> public TransitionFade(int fadeDuration = 1000, int halfwayDuration = 500, FadeStyle fadeStyle = FadeStyle.FadeInOut) { this.fadeDuration = fadeDuration; this.halfwayDuration = halfwayDuration; this.style = fadeStyle; }