public void EndTutorialObject() { ObjectFade.TextFadeOut(_textObj, _fadeOutSpeed, true); if (_hasLine) { //_fadeInLine = false; ObjectFade.LineRendererFadeOut(_lineRendererObj, _fadeOutSpeed, true); } }
// Update is called once per frame void Update() { if (_fadeIn) { ObjectFade.TextFadeIn(_textObj, 1f, _fadeInSpeed); } //_disableObjCounter -= Time.deltaTime; //if (_disableObjCounter <= 0) //{ // this.gameObject.SetActive(false); //} //if (_shouldDelay) //{ // if (_visibilityDelay > 0) // { // _visibilityDelay -= Time.deltaTime; // if (_visibilityDelay <= 0) // { // _textObj.gameObject.SetActive(true); // } // } //} //if (_textObj.gameObject.activeInHierarchy) //{ // if (_visibilityDuration > 0) // { // _visibilityDuration -= Time.deltaTime; // if (_visibilityDuration <= 0) // { // //_textObj.SetActive(false); // //this.gameObject.SetActive(false); // } // } //} if (_fadeOut) { ObjectFade.TextFadeOut(_textObj, _fadeOutSpeed, true); //print("trying to fade"); } if (_shouldMoveWithObj)// && _textObj.gameObject.activeInHierarchy) { GetPos(); } }