Esempio n. 1
0
    private void Update()
    {
        switch (currentFadeType)
        {
        case FADETYPE.IN:
            currentColor.a = Mathf.Max(currentColor.a - Time.deltaTime / fadeInTime, 0.0f);

            if (currentColor.a == 0.0f)
            {
                currentFadeType = FADETYPE.NONE;
            }
            break;

        case FADETYPE.OUT:
            currentColor.a = Mathf.Min(currentColor.a + Time.deltaTime / fadeOutTime, 1.0f);

            if (currentColor.a == 1.0f)
            {
                currentFadeType = FADETYPE.NONE;

                // after fade out is finished reset the player
                Utils.ResetPlayer();
            }
            break;

        case FADETYPE.NONE:
            break;

        default:
            break;
        }

        fadeImage.color = currentColor;
    }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        // fade in or fade out based on the objects state
        if (FadeType == FADETYPE.IN)
        {
            AlphaValue -= 0.25f * Time.deltaTime;
            // limit the possible alpha value
            if (AlphaValue < 0.0f)
            {
                AlphaValue = 0.0f;
                FadeType   = FADETYPE.NONE;
            }
        }
        else if (FadeType == FADETYPE.OUT)
        {
            AlphaValue += Time.deltaTime;

            // limit the possible alpha value
            if (AlphaValue > 1.0f)
            {
                AlphaValue = 1.0f;
                FadeType   = FADETYPE.NONE;
                ChangeLevel();
            }
        }
        else if (FadeType == FADETYPE.RESPAWN)
        {
            AlphaValue += (2.0f * Time.deltaTime);
            // limit the possible alpha value
            if (AlphaValue > 1.0f)
            {
                AlphaValue = 1.0f;
                FadeType   = FADETYPE.IN;
                GameObject.Find("PlayerCharacter").GetComponent <PlayerMovement>().RespawnPlayerAtCheckpoint();
            }
        }

        // set the objects new colour
        spriteRenderer.color = new Color(spriteRenderer.color.r, spriteRenderer.color.g, spriteRenderer.color.b, AlphaValue);
    }
Esempio n. 3
0
 /// <summary>
 /// Respawns the fade
 /// </summary>
 public void RespawnFade()
 {
     // set the respawn state
     FadeType = FADETYPE.RESPAWN;
 }
Esempio n. 4
0
 /// <summary>
 /// Set the fade out state
 /// </summary>
 public void FadeOut()
 {
     FadeType = FADETYPE.OUT;
 }
Esempio n. 5
0
 // Use this for initialization
 void Start()
 {
     spriteRenderer = GetComponent <SpriteRenderer>();
     FadeType       = FADETYPE.IN;
     AlphaValue     = 1.0f;
 }
Esempio n. 6
0
    public void triggerFadeIn()
    {
        currentColor.a = 1.0f;

        currentFadeType = FADETYPE.IN;
    }
Esempio n. 7
0
    public void triggerFadeOut()
    {
        currentColor.a = 0.0f;

        currentFadeType = FADETYPE.OUT;
    }
Esempio n. 8
0
    void Update()
    {
        Fadeings -= Time.deltaTime / (mode == FADEMODE.OUT ? SceneLoader.FadeOutTime : SceneLoader.FadeInTime);
        if (Fadeings < -1)
        {
            Fadeings = -1;
        }
        print("fadeings:::" + Fadeings_);
        vals += Time.deltaTime;

        if (type_ == FADETYPE.DX)
        {
            type_ = FADETYPE.Normal;
            if (mode == FADEMODE.IN)
            {
                //変化
            }

            else
            {
                //変化
            }
        }

        else if (type_ == FADETYPE.Normal)
        {
            targetUI.color = new Color(FadeColor.r, FadeColor.g, FadeColor.b, 1 - Mathf.Abs(Fadeings_));
        }


        if (mode == FADEMODE.IN)
        {
            if (Fadeings_ <= -1f)
            {
                IsActive = false;
                Destroy(gameObject);
                IsFade = false;
                _name  = "";
                _index = -1;
                //Fadeings = -1;
            }
        }
        else
        {
            if (FadeHandle)
            {
                mode = FADEMODE.IN;
            }

            if (Fadeings_ <= 0)
            {
                //Fadeings = 0;
                if (_name != string.Empty)
                {
                    SceneLoader.LoadN(_name);
                }
                else if (_index >= 0)
                {
                    SceneLoader.LoadN(_index);
                }
            }
        }
    }