private void FadeOut() { _alpha -= Time.deltaTime * fadeSpeed; if (_alpha < 0.05f) { onFadeCompleted(); SceneManager.LoadScene("AllPuzzles-moon"); } fadeType = eFadeType.fade_out; setCanvasAlpha(); }
public static void AttachFaderTo( GameObject gameObject, Color fadeColor, eFadeType fadeType, float duration, OnFadeComplete callback) { Fader fader = gameObject.AddComponent <Fader>(); fader.m_duration = duration; fader.m_fadeColor = fadeColor; fader.m_fadeType = fadeType; fader.m_completeHandler = callback; }
public static void AttachFaderTo( GameObject gameObject, Color fadeColor, eFadeType fadeType, float duration, OnFadeComplete callback) { Fader fader= gameObject.AddComponent<Fader>(); fader.m_duration = duration; fader.m_fadeColor = fadeColor; fader.m_fadeType = fadeType; fader.m_completeHandler = callback; }
/// <summary> /// Fade the image alpha /// </summary> /// <param name="seconds"> seconds of fade </param> /// <param name="direction"> in or out enum </param> public void Fade(float seconds, eFadeType direction) { if (m_FadeCoroutine != null) { StopCoroutine(m_FadeCoroutine); } float targetFade; if (direction.Equals(eFadeType.IN)) { targetFade = 0.0f; } else { targetFade = 1.0f; } m_FadeCoroutine = FadeCoroutine(seconds, targetFade); StartCoroutine(m_FadeCoroutine); }
public void SetFadeType(eFadeType type) { fadeType = type; }