예제 #1
0
        public override void Load(IController hud)
        {
            base.Load(hud);

            FillBrush    = Hud.Render.CreateBrush(3, 255, 255, 255, 0);
            OutlineBrush = Hud.Render.CreateBrush(12, 0, 0, 0, 3);
            Fader        = new StandardFader(Hud, this);
        }
예제 #2
0
        public static void Animate(FADER_STYLE style, IFader fadeEntity, Renderer renderer, Color initialColor, Color color, float duration)
        {
            SurfaceFader fader = renderer.GetComponent <SurfaceFader> ();

            if (fader != null)
            {
                DestroyImmediate(fader);
            }
            fader              = renderer.gameObject.AddComponent <SurfaceFader> ();
            fader.duration     = duration + 0.0001f;
            fader.color        = color;
            fader.style        = style;
            fader._renderer    = renderer;
            fader.fadeEntity   = fadeEntity;
            fader.initialColor = initialColor;
        }
예제 #3
0
        public static void Animate(FADER_STYLE style, IFader fadeEntity, Renderer renderer, Color initialColor, Color color, float duration)
        {
            SurfaceFader fader = renderer.GetComponent <SurfaceFader> ();

            if (fader == null)
            {
                fader = renderer.gameObject.AddComponent <SurfaceFader>();
                fader.fadeMaterial           = Instantiate(renderer.sharedMaterial);
                fader.fadeMaterial.hideFlags = HideFlags.DontSave;
                renderer.sharedMaterial      = fader.fadeMaterial;
            }
            fader.duration           = duration + 0.0001f;
            fader.color              = color;
            fader.style              = style;
            fader._renderer          = renderer;
            fader.fadeEntity         = fadeEntity;
            fadeEntity.isFading      = true;
            fader.initialColor       = initialColor;
            fader.map                = WMSK.GetInstance(renderer.transform);
            fader.highlightFadeStart = fader.map.time;
            fader.Update();
        }