// Update is called once per frame void Update() { if (state == GameObjectFaderState.transparent) { } if (state == GameObjectFaderState.fadingIn) { opacity += fadeInSpeed * Time.deltaTime; if (opacity > maxOpacity) { opacity = maxOpacity; state = GameObjectFaderState.opaque; } updateMaterial(); } if (state == GameObjectFaderState.fadingOut) { opacity -= fadeOutSpeed * Time.deltaTime; if (opacity < minOpacity) { opacity = minOpacity; state = GameObjectFaderState.transparent; } updateMaterial(); } if (state == GameObjectFaderState.opaque) { } }
// Use this for initialization void Start() { img = this.GetComponent <Image> (); opacity = minOpacity; state = GameObjectFaderState.transparent; updateMaterial(); }
// Use this for initialization void Start() { mat = this.GetComponent <Renderer> ().material; opacity = minOpacity; state = GameObjectFaderState.transparent; updateMaterial(); }
// Use this for initialization public void Start() { if (!initialized) { txt = this.GetComponent <Text> (); opacity = minOpacity; state = GameObjectFaderState.transparent; updateMaterial(); initialized = true; } }
public void reset() { if (startOpaque) { opacity = maxOpacity; state = GameObjectFaderState.transparent; } else { opacity = minOpacity; state = GameObjectFaderState.transparent; } updateMaterial(); }
public void fadeOut() { state = GameObjectFaderState.fadingOut; }
public void fadeIn() { state = GameObjectFaderState.fadingIn; }