// Update is called once per frame void Update() { fTimer += Time.deltaTime * fSlowly; if (fTimer >= fTime) { fTimer -= fTime; } var value = alphaCurve.Evaluate(fTimer); if (spriteTarget != null) { if (fParent != null) { spriteTarget.SetAlpha(value * fParent.color.a); } else { spriteTarget.SetAlpha(value); } } if (textTarget != null) { textTarget.SetAlpha(value); } }
public void FadingTranslation(string strNextScene, float fFadeInTime = 1.0f, float fFadeOutTime = 1.0f) { _strNextScene = strNextScene; spriteBlind.gameObject.SetActive(true); spriteBlind.SetAlpha(0.0f); coFadeIn = FadeIn(fFadeInTime); coFadeOut = FadeOut(fFadeOutTime); CoroutineManager.Instance.AddCoroutine(this, coFadeIn); }
public IEnumerator CreateFadeCoroutine(tk2dBaseSprite TargetSprite, float fStartAlpha, float fTargetAlpha, float fFadeTime) { if (TargetSprite == null) { return(null); } int nSpriteKey = TargetSprite.GetInstanceID(); TargetSprite.SetAlpha(fStartAlpha); return(FadeBlind(TargetSprite, fTargetAlpha, fFadeTime)); }
void Start() { btnEasy.Init(OnClickEasy); btnNormal.Init(OnClickNormal); btnHard.Init(OnClickHard); btnBack.Init(OnClickBack); spriteEasy.SetAlpha(1.0f); spriteNormal.SetAlpha(0.0f); spriteHard.SetAlpha(0.0f); CoroutineManager.Instance.AddCoroutine(this, DynamicColorize()); }