public E_ACTIVEBUTTON eCurActiveButton; //현재 실행하는 버튼의 종류 public IEnumerator FadeInOutOnce(E_ACTIVEBUTTON _button, bool _isBack) { fImageAlpha = 0f; eCurActiveButton = _button; //check 1 (투명화가 완료 됬는지 체크하는 변수) bCompleteAlpha = false; //check 2 (다시 검은 화면으로 갔을때 체크하는 변수) bNonAlpha = false; isBack = _isBack; panel_Image.color = new Color(panel_Image.color.r, panel_Image.color.g, panel_Image.color.b, 0); this.gameObject.SetActive(true); fImageAlpha = panel_Image.color.a; StartCoroutine(ActivePanel()); while (true) { if (bCompleteAlpha == true && bNonAlpha == true) { this.gameObject.SetActive(false); //Debug.Log ("FadeInOut 종료"); break; } if (bCompleteAlpha == false && bNonAlpha == false && panel_Image.color.a != 255f) { //Debug.Log ("차는중" + fImageAlpha); if (panel_Image.color.a >= 1.0f) { bCompleteAlpha = true; } fImageAlpha += Time.deltaTime * fMultipleValue; panel_Image.color = new Color(panel_Image.color.r, panel_Image.color.g, panel_Image.color.b, fImageAlpha); } if (bCompleteAlpha == true && bNonAlpha == false && panel_Image.color.a != 0) { //Debug.Log ("빠지는중" + fImageAlpha); if (panel_Image.color.a <= 0f) { bNonAlpha = true; } fImageAlpha -= Time.deltaTime * fMultipleValue; panel_Image.color = new Color(panel_Image.color.r, panel_Image.color.g, panel_Image.color.b, fImageAlpha); } yield return(null); } }
//패널을 활성화 할때 아무런 효과 없이 그냥 띄울때 public void ActivePanelNoEffect(GameObject _obj, E_ACTIVEBUTTON _activeButton) { _obj.SetActive(true); switch (_activeButton) { case E_ACTIVEBUTTON.E_ACTIVEBUTTON_POST: postPanel.CheckDataAndDispatchPostSlot(); break; default: break; } }
private void Init() { m_eCurActivePanel = E_ACTIVEBUTTON.E_ACTIVEBUTTON_EMPLOYMENT; }
//활성화되어 있는 패널이 뒤로 갈때의 효과 public void ActivePanelBack(E_ACTIVEBUTTON _button, bool _isback) { StartCoroutine(fadeInOut.FadeInOutOnce(_button, _isback)); }