/// <summary> /// Change the alpha of the fading canvas and set the current teleporting state if the fade in/out is done /// </summary> private Material HandlePlaneAlpha(ref CameraFadeParameters cameraFade, RenderMesh renderMesh, bool isFadingIn) { Material newMat = renderMesh.material; Color color = newMat.color; // If we are currently Fading In if (isFadingIn) { color.a -= Time.DeltaTime * cameraFade.FadingSpeed; // If the fadingIn is finished if (color.a < 0) { this.Enabled = false; new OnFadingInEndedEvent(); } } // If we are currently Fading Out else { color.a += Time.DeltaTime * cameraFade.FadingSpeed; // if the alpha is completely dark, we're done with the fade Out if (color.a > 1) { this.Enabled = cameraFade.ShouldImmediatlyFadeIn; new OnFadingOutEndedEvent(); } } newMat.color = color; return(newMat); }
public static void ResetParameters(ref CameraFadeParameters cameraFade) { cameraFade.FadingSpeed = cameraFade.OldFadingSpeedFactor; }