Exemple #1
0
 public void Disable()
 {
     group.alpha          = 0;
     sign                 = TriSign.Zero;
     startFadeTime        = null;
     group.blocksRaycasts = false;
     group.interactable   = false;
 }
Exemple #2
0
 public void FadeIn()
 {
     // Debug.Log($"Opening {gameObject.name}.");
     group.alpha          = 0;
     sign                 = TriSign.Positive;
     startFadeTime        = Time.timeSinceLevelLoad;
     group.blocksRaycasts = true;
     group.interactable   = true;
 }
Exemple #3
0
    private void FadeStep()
    {
        _group.alpha = Mathf.Clamp01(_group.alpha + (sbyte)sign * (Time.unscaledDeltaTime / fadeDuration));

        if (Time.timeSinceLevelLoad >= startFadeTime.Value + fadeDuration)
        {
            sign          = TriSign.Zero;
            startFadeTime = null;
            if (deactivate)
            {
                deactivate = false;
                gameObject.SetActive(false);
            }
        }
    }
Exemple #4
0
 public void FadeOut(bool deactivateOnComplete = false)
 {
     if (group == null)
     {
         return;
     }
     // Debug.Log($"Closing {gameObject.name}.");
     group.alpha          = 1;
     sign                 = TriSign.Negative;
     group.blocksRaycasts = false;
     group.interactable   = false;
     startFadeTime        = Time.timeSinceLevelLoad;
     if (deactivateOnComplete)
     {
         deactivate = true;
     }
 }