public void FadeAlphaToBlack() { // Make sure the texture is enabled. myGUITexture.enabled = true; currentState = screenFaderState.alphaToBlack; }
void Update() { switch (currentState) { case screenFaderState.idle: return; case screenFaderState.blackToAlpha: FadeToClear(); if (myGUITexture.color.a <= fadeBoundary) { // When the screen is almost clear, set the colour to clear and disable the GUITexture. myGUITexture.color = Color.clear; myGUITexture.enabled = false; currentState = screenFaderState.idle; } return; case screenFaderState.alphaToBlack: FadeToBlack(); if (myGUITexture.color.a >= (1 - fadeBoundary)) { // When the screen is almost black myGUITexture.color = Color.black; myGUITexture.enabled = false; currentState = screenFaderState.idle; gameController.ScreenCompletelyBlack(); } return; } }
public void FadeBlackToAlpha() { // Make sure the texture is enabled. myGUITexture.enabled = true; currentState = screenFaderState.blackToAlpha; }
// Awake is called before any Start Methods void Awake() { myGUITexture = GetComponent <GUITexture>(); // Set the texture so that it is the the size of the screen and covers it // note: this returns 955 x 485 for the DK 2, which is not the real display size // myGUITexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); myGUITexture.pixelInset = new Rect(0f, 0f, screenWidth, screenHeight); currentState = screenFaderState.idle; }