private void Update() { switch (state) { case OptionsMenuSelectState.WATING_TO_FADE_IN: break; case OptionsMenuSelectState.FADING_IN: if (fade_in_timer.ReadTime() > fade_in_time) { state = OptionsMenuSelectState.WAITING_TO_FADE_OUT; } break; case OptionsMenuSelectState.WAITING_TO_FADE_OUT: break; case OptionsMenuSelectState.FADING_OUT: if (fade_out_timer.ReadTime() > fade_out_time) { state = OptionsMenuSelectState.WATING_TO_FADE_IN; gameObject.SetActive(false); } break; } }
public void FadeOut() { if (state != OptionsMenuSelectState.FADING_IN) { fade_out_timer.Start(); state = OptionsMenuSelectState.FADING_OUT; Vector3 finish_pos = new Vector3(canvas_group.gameObject.transform.position.x - (background_image.rectTransform.rect.width * 0.6f), canvas_group.gameObject.gameObject.transform.position.y, canvas_group.gameObject.transform.position.z); background_image.transform.DOMoveX(finish_pos.x, fade_out_time); } }
public void FadeIn() { if (state != OptionsMenuSelectState.FADING_OUT) { gameObject.SetActive(true); Canvas.ForceUpdateCanvases(); fade_in_timer.Start(); state = OptionsMenuSelectState.FADING_IN; Vector3 starting_pos = new Vector3(canvas_group.gameObject.transform.position.x + (background_image.rectTransform.rect.width * 0.6f), canvas_group.gameObject.gameObject.transform.position.y, canvas_group.gameObject.transform.position.z); background_image.gameObject.transform.position = starting_pos; background_image.transform.DOMoveX(canvas_group.gameObject.transform.position.x, fade_in_time); } }