/// <summary> /// To be called using the Invoke function /// </summary> private void FadeOutWithTime() { foreach (CanvasGroup child in containers) { StartCoroutine(UIAnimation.FadeOut(child, 0.5f)); } }
/// <summary> /// // This method is called everytime the entity exits a collider that is set to work as a trigger /// </summary> /// <param name="other"> the trigger that caused the collision</param> void OnTriggerExit(Collider other) { if (other.tag == triggerTag) { // Reset the variable states StartCoroutine(UIAnimation.FadeOut(promptCanvasGroup, dialoguePromptFadeTime)); Invoke("ClearAfterExit", 1f); } }
public void TogglePause() { isPaused = !isPaused; if (!isPaused) { StartCoroutine(UIAnimation.FadeOut(cv, 0.5f)); } else { StartCoroutine(UIAnimation.FadeIn(cv, 0.5f)); } EventSystem.current.GetComponent <EventSystem>().SetSelectedGameObject(null); }
public IEnumerator Transition(OnTransitionFinish onTransitionFinish) { float animTime = .5f; yield return(UIAnimation.FadeIn(GetComponent <RectTransform>(), GetComponent <CanvasGroup>(), animTime, .99f)); yield return(new WaitForSeconds(10 * animTime)); yield return(UIAnimation.FadeOut(GetComponent <RectTransform>(), GetComponent <CanvasGroup>(), animTime)); onTransitionFinish(); Canvass.sphereUIWrapper.SetActive(false); Canvass.sphereUIRenderer.SetActive(false); Canvass.sphereUIPanelWrapper.SetActive(true); }
public void FadeOutTo(CanvasGroup cv) { GetCurrentCanvasIndex(); if (currentCanvasIndex - 1 < 0) { return; } // Fade out the current canvas group downwards StartCoroutine(UIAnimation.FadeOut(canvasGroups[currentCanvasIndex], 0.5f)); iTween.MoveBy(canvasGroups[currentCanvasIndex].gameObject, iTween.Hash("y", -1, "speed", 1.1f, "easeType", "easeInOutExpo")); currentCanvasIndex--; StartCoroutine(FadeObjectIn(cv, -1, 0.2f)); }
void FadeOut() { StartCoroutine(UIAnimation.FadeOut(this.GetComponent <CanvasGroup>(), 1)); }