Exemple #1
0
        protected override void OnStartEffect(GameObject target, AdvEngine engine, AdvScenarioThread thread)
        {
            Camera camera = target.GetComponentInChildren <Camera>(true);

            ImageEffectBase imageEffect;
            bool            alreadyEnabled;

            ImageEffectUtil.TryGetComonentCreateIfMissing(ImageEffectType.ColorFade.ToString(), out imageEffect, out alreadyEnabled, camera.gameObject);
            ColorFade colorFade = imageEffect as ColorFade;
            float     start, end;

            if (inverse)
            {
                //画面全体のフェードイン(つまりカメラのカラーフェードアウト)
                start = colorFade.color.a;
                end   = 0;
            }
            else
            {
                //画面全体のフェードアウト(つまりカメラのカラーフェードイン)
                //colorFade.Strengthで、すでにフェードされているのでそちらの値をつかう
                start = alreadyEnabled ? colorFade.Strength : 0;
                end   = this.color.a;
            }
            imageEffect.enabled = true;

            colorFade.color = color;

            Timer timer = camera.gameObject.AddComponent <Timer>();

            timer.AutoDestroy = true;
            timer.StartTimer(
                engine.Page.ToSkippedTime(this.time),
                (x) =>
            {
                colorFade.Strength = x.GetCurve(start, end);
            },
                (x) =>
            {
                OnComplete(thread);
                if (inverse)
                {
                    imageEffect.enabled = false;
                    imageEffect.RemoveComponentMySelf();
                }
            });
        }
Exemple #2
0
        protected override void OnStartEffect(GameObject target, AdvEngine engine, AdvScenarioThread thread)
        {
            Camera camera = target.GetComponentInChildren <Camera>(true);

            float                start, end;
            ImageEffectBase      imageEffect    = null;
            IImageEffectStrength effectStrength = null;

            if (string.IsNullOrEmpty(ruleImage))
            {
                bool alreadyEnabled;
                bool ruleEnabled = camera.gameObject.GetComponent <RuleFade>();
                if (ruleEnabled)
                {
                    camera.gameObject.SafeRemoveComponent <RuleFade>();
                }
                ImageEffectUtil.TryGetComonentCreateIfMissing(ImageEffectType.ColorFade.ToString(), out imageEffect, out alreadyEnabled, camera.gameObject);
                effectStrength = imageEffect as IImageEffectStrength;
                ColorFade colorFade = imageEffect as ColorFade;
                if (inverse)
                {
                    //画面全体のフェードイン(つまりカメラのカラーフェードアウト)
                    //					start = colorFade.color.a;
                    start = (ruleEnabled) ? 1 : colorFade.color.a;
                    end   = 0;
                }
                else
                {
                    //画面全体のフェードアウト(つまりカメラのカラーフェードイン)
                    //colorFade.Strengthで、すでにフェードされているのでそちらの値をつかう
                    start = alreadyEnabled ? colorFade.Strength : 0;
                    end   = this.color.a;
                }
                colorFade.enabled = true;
                colorFade.color   = color;
            }
            else
            {
                bool alreadyEnabled;
                camera.gameObject.SafeRemoveComponent <ColorFade>();
                ImageEffectUtil.TryGetComonentCreateIfMissing(ImageEffectType.RuleFade.ToString(), out imageEffect, out alreadyEnabled, camera.gameObject);
                effectStrength = imageEffect as IImageEffectStrength;
                RuleFade ruleFade = imageEffect as RuleFade;
                ruleFade.ruleTexture = engine.EffectManager.FindRuleTexture(ruleImage);
                ruleFade.vague       = vague;
                if (inverse)
                {
                    start = 1;
                    end   = 0;
                }
                else
                {
                    start = alreadyEnabled ? ruleFade.Strength : 0;
                    end   = 1;
                }
                ruleFade.enabled = true;
                ruleFade.color   = color;
            }

            Timer timer = camera.gameObject.AddComponent <Timer>();

            timer.AutoDestroy = true;
            timer.StartTimer(
                engine.Page.ToSkippedTime(this.time),
                engine.Time.Unscaled,
                (x) =>
            {
                effectStrength.Strength = x.GetCurve(start, end);
            },
                (x) =>
            {
                OnComplete(thread);
                if (inverse)
                {
                    imageEffect.enabled = false;
                    imageEffect.RemoveComponentMySelf();
                }
            });
        }