// routine for the fade effect, pass in a target alpha value IEnumerator FadeRoutine(float alpha) { // pause for delay seconds yield return(new WaitForSeconds(delay)); // cross fade the alpha value of the MaskableGraphic m_graphic.CrossFadeAlpha(alpha, timeToFade, true); }
IEnumerator FadeRoutine(float alpha) { yield return(new WaitForSeconds(delay)); m_graphic.CrossFadeAlpha(alpha, timeToFade, true); yield return(new WaitForSeconds(delay)); SceneManager.LoadScene("Main"); }
// Start is called before the first frame update void Start() { MaskableGraphic g = (roundText == null) ? (MaskableGraphic)animImage : (MaskableGraphic)roundText; g.CrossFadeAlpha(0, 0, true); if (playOnStart) { StartCoroutine(RoundAnimation()); } }
public IEnumerator RoundAnimation() { if (isRoundText) { roundText.text = "Round " + SessionManager.currentRound; } else if (roundText != null) { roundText.text = text; } MaskableGraphic g = (roundText == null) ? (MaskableGraphic)animImage: (MaskableGraphic)roundText; g.transform.localScale = new Vector3(largeSize, largeSize, largeSize); g.CrossFadeAlpha(1, fadeTime, false); float waitUntil = Time.time + fadeTime + holdTime; //Invoke("PlaySound", fadeTime - 0.15f); PlaySound(); while (Time.time < waitUntil) { g.transform.localScale = Vector3.Lerp(g.transform.localScale, new Vector3(1, 1, 1), scaleLerpSpeed * Time.deltaTime); yield return(new WaitForEndOfFrame()); } g.CrossFadeAlpha(0, fadeTime, false); waitUntil = Time.time + fadeTime; while (Time.time < waitUntil) { g.transform.localScale = Vector3.Lerp(g.transform.localScale, new Vector3(smallSize, smallSize, smallSize), scaleLerpSpeed * Time.deltaTime); yield return(new WaitForEndOfFrame()); } }
IEnumerator FadeRoutine(float alpha, bool fadeChildren = true) { yield return(new WaitForSeconds(delay)); m_graphic.CrossFadeAlpha(alpha, timeToFade, true); if (fadeChildren) { MaskableGraphic[] maskableGraphics = GetComponentsInChildren <MaskableGraphic>(); foreach (MaskableGraphic graphic in maskableGraphics) { graphic.CrossFadeAlpha(alpha, timeToFade, true); } } }
private IEnumerator FadeRoutine(float alpha) { yield return(new WaitForSeconds(delay)); maskableGraphic.CrossFadeAlpha(alpha, timeToFade, true); }
///<summary>Fades MaskableFraphic to alpha</summary> IEnumerator FadeRoutine(float alpha) { yield return(new WaitForSeconds(_delay)); _graphic.CrossFadeAlpha(alpha, _timeToFade, true); }
public void Fade() { backgroundImage.CrossFadeAlpha(0f, fadeTime * 1.2f, false); foregroundImage.CrossFadeAlpha(0f, fadeTime * 1.2f, false); faded = true; }
private void Fade(MaskableGraphic maskableGraphic, float targetAlpha, float duration) { maskableGraphic.CrossFadeAlpha(targetAlpha, duration, true); }
IEnumerator FadeRoutine(float alpha) { yield return(new WaitForSeconds(delay)); m_graphic.CrossFadeAlpha(alpha, timeToFade, true); // target alpha value, time to fade value, ignore time scale boolean value. True means it will fade even if game pause }
void UpdateFun() { float v = 0; if (curve == null) { v = time; } else { v = curve.Evaluate(time); } Vector3 value = param * v; switch (type) { case Type.pos: { transform.localPosition += value - oldCurverValue; } break; case Type.scale: { transform.localScale += value - oldCurverValue; } break; case Type.rotate: { transform.Rotate(value - oldCurverValue); } break; case Type.Color: { MaskableGraphic t = GetComponent <MaskableGraphic>(); if (oldCurverValue == Vector3.zero) { oldCurverValue = new Vector3(t.color.r, t.color.g, t.color.b); } value = value + oldCurverValue * (1 - v); t.color = new Color(value.x, value.y, value.z); value = oldCurverValue; } break; case Type.Color3D: { Renderer t = GetComponent <Renderer>(); t.material.SetColor("_Color", new Color(value.x, value.y, value.z)); } break; case Type.Alpha: { MaskableGraphic t = GetComponent <MaskableGraphic>(); t.CrossFadeAlpha(v, 0, false); } break; case Type.Light: { if (m == null) { m = new Material(Shader.Find("aoe/ui_light")); Image t = GetComponent <Image>(); t.material = m; } m.SetFloat("_Light", v); } break; case Type.AddColor: { if (m == null) { m = new Material(Shader.Find("aoe/ui_add")); MaskableGraphic t = GetComponent <MaskableGraphic>(); if (t != null) { t.material = m; m.SetColor("_Color", new Color(value.x, value.y, value.z)); } } m.SetFloat("_Light", v); } break; } oldCurverValue = value; }
// ============================================================================= // ============================================================================= // FADE IN / FADE OUT // ============================================================================= // ============================================================================= private void Fade(float targetAlpha, float duration) { blackScreenToFade.CrossFadeAlpha(targetAlpha, duration, true); }