IEnumerator FadeDynamicText(DynamicGUITextData textData) { //cache the start time float _startTime = Time.time; float fadePercentage = 0; while((Time.time - fadeTimeLength) <= fadeTimeLength) { fadePercentage = (Time.time - _startTime)/fadeTimeLength; style.normal.textColor = Color.Lerp(StartColor, EndColor, fadePercentage); textData.DisplayedScreenPosition = textData.StartScreenPosition + TextFadeOutOffset * fadePercentage; textData.fontSize = Mathf.RoundToInt(Mathf.Lerp(StartFontSize, EndFontSize, fadePercentage)); // style.fontSize = textData.fontSize; yield return null; } // yield break; }
IEnumerator FadeDynamicText(DynamicGUITextData textData) { //cache the start time float _startTime = Time.time; float fadePercentage = 0; while ((Time.time - fadeTimeLength) <= fadeTimeLength) { fadePercentage = (Time.time - _startTime) / fadeTimeLength; style.normal.textColor = Color.Lerp(StartColor, EndColor, fadePercentage); textData.DisplayedScreenPosition = textData.StartScreenPosition + TextFadeOutOffset * fadePercentage; textData.fontSize = Mathf.RoundToInt(Mathf.Lerp(StartFontSize, EndFontSize, fadePercentage)); // style.fontSize = textData.fontSize; yield return(null); } // yield break; }