コード例 #1
0
 private IEnumerator FadeIn(CameraTransitionConfig cfg)
 {
     sr.sharedMaterial = cfg.fadeIn.material;
     pb.SetTexture(PropConsts.trueTex, cfg.fadeToTex);
     pb.SetTexture(PropConsts.faderTex, cfg.fadeIn.transitionTexture);
     SetReverse(cfg.fadeIn.material, cfg.fadeIn);
     Activate();
     DependencyInjection.Find <ISFXService>().RequestSFX(cfg.fadeIn.sfx);
     for (float t = 0; t < cfg.fadeIn.time; t += ETime.ASSUME_SCREEN_FRAME_TIME)
     {
         pb.SetFloat(PropConsts.fillRatio, cfg.fadeIn.Value(t));
         sr.SetPropertyBlock(pb);
         yield return(null);
     }
     pb.SetFloat(PropConsts.fillRatio, 1);
     sr.SetPropertyBlock(pb);
 }
コード例 #2
0
        private IEnumerator FadeOut(CameraTransitionConfig cfg)
        {
            sr.sharedMaterial = cfg.fadeOut.material;
            pb.SetTexture(PropConsts.trueTex, cfg.fadeToTex);
            pb.SetTexture(PropConsts.faderTex, cfg.fadeOut.transitionTexture);
            SetReverse(cfg.fadeOut.material, cfg.fadeOut);
            Activate();
            for (float t = 0; t < cfg.fadeOut.time; t += ETime.ASSUME_SCREEN_FRAME_TIME)
            {
                pb.SetFloat(PropConsts.fillRatio, cfg.fadeOut.Value(t));
                sr.SetPropertyBlock(pb);
                yield return(null);

                //Put this here so it works well with "long first frames"
                if (t == 0)
                {
                    DependencyInjection.Find <ISFXService>().RequestSFX(cfg.fadeOut.sfx);
                }
            }
            pb.SetFloat(PropConsts.fillRatio, 0);
            sr.SetPropertyBlock(pb);
            Deactivate();
        }
コード例 #3
0
ファイル: SceneIntermediary.cs プロジェクト: Bagoum/danmokou
 public static void Setup(CameraTransitionConfig dfltTransition)
 {
     defaultTransition = dfltTransition;
 }