// Use this for initialization void Start() { rawimage = image.GetComponent<RawImage>(); rawimage.CrossFadeAlpha(0.0F,0, false); rawimage.CrossFadeAlpha(1F,splash_timer, false); StartCoroutine("Timer"); }
// fade out / fade in between texture changes IEnumerator FadeInTexture(Texture texture) { rawImageComp.enabled = true; if (rawImageComp.texture != null) { rawImageComp.CrossFadeAlpha(.1f, FADE_EFFECT_DURATION, false); yield return(new WaitForSeconds(FADE_EFFECT_DURATION)); } rawImageComp.texture = texture; lastUpdateTime = Time.time; // texture change ! rawImageComp.CrossFadeAlpha(1, FADE_EFFECT_DURATION, false); }
/// <summary> /// Updates information on screen about currently selected game /// </summary> /// <param name="game">Currently selected game</param> private void UpdateInfo(Game game) { descText.text = game.desc; if (game.image == null) { gameImage.CrossFadeAlpha(0, 0.1f, true); } else { gameImage.CrossFadeAlpha(1, 0.1f, true); } gameImage.texture = game.image; }
void Start() { // get a reference to the inner RawImage component and its transform rawImageComp = GetComponentInChildren<UnityEngine.UI.RawImage>(); // make it invisible (no image) rawImageComp.enabled = false; rawImageComp.CrossFadeAlpha(0f, 0, false); }
void Start() { // get a reference to the inner RawImage component and its transform rawImageComp = GetComponentInChildren <UnityEngine.UI.RawImage>(); // make it invisible (no image) rawImageComp.enabled = false; rawImageComp.CrossFadeAlpha(0f, 0, false); }
// Populate EventManager data upon loading a scene void OnLevelWasLoaded() { if (currentLevel == "Coast") { currentMemory = 8; } playerCrouch = false; fadeToBlack = GameObject.Find("FadeToBlack").GetComponent<RawImage>(); StartCoroutine("FadeInCoRoutine"); Cursor.visible = false; memoryPlaying = false; fadeToBlack.CrossFadeAlpha(0, 3, false); controlsDisabled = false; InitialiseValuesLevelLoad(); Invoke("MovePlayer", 0.05f); // This delay is required so the checkpoint data can be fetched first }