/// <summary> /// Changes the color when touch a node /// </summary> /// <param name="state_">State.</param> public void changeState(int state_) { state = state_; Color tcolor = GetComponent <Image> ().color; switch (state) { case 0: ATween.ValueTo(gameObject, ATween.Hash("from", tcolor, "to", new Color(1, 1, 1, 1), "time", .3f, "onupdate", "OnUpdateTween", "onupdatetarget", this.gameObject)); // GetComponent<Image> ().DOColor (new Color(1,1,1,1),.3f); break; case 1: ATween.ValueTo(gameObject, ATween.Hash("from", tcolor, "to", new Color(.2f, .6f, .8f, 1), "time", .3f, "onupdate", "OnUpdateTween", "onupdatetarget", this.gameObject)); break; case 2: ATween.ValueTo(gameObject, ATween.Hash("from", tcolor, "to", new Color(0, 1, 0, 1), "time", .3f, "onupdate", "OnUpdateTween", "onupdatetarget", this.gameObject)); break; } }
void fadeOut() { mask.gameObject.SetActive(true); mask.color = Color.black; ATween.ValueTo(mask.gameObject, ATween.Hash("from", 1, "to", 0, "time", 1, "onupdate", "OnUpdateTween", "onupdatetarget", this.gameObject, "oncomplete", "fadeOutOver", "oncompletetarget", this.gameObject)); }
void fadeIn(string sceneName) { if (mask.IsActive()) { return; } mask.gameObject.SetActive(true); mask.color = new Color(0, 0, 0, 0); SceneManager.LoadScene(sceneName); ATween.ValueTo(mask.gameObject, ATween.Hash("ignoretimescale", true, "from", 0, "to", 1, "time", 1, "onupdate", "OnUpdateTween", "onupdatetarget", this.gameObject, "oncomplete", "fadeInOver", "oncompleteparams", sceneName, "oncompletetarget", this.gameObject)); }
void fadeIn(string sceneName) { if (mask.IsActive()) { return; } mask.gameObject.SetActive(true); mask.color = new Color(0, 0, 0, 0); // mask.DOFade (1, 1).OnComplete (() => { // // mask.gameObject.SetActive (false); // SceneManager.LoadScene(sceneName); // }); ATween.ValueTo(mask.gameObject, ATween.Hash("from", 0, "to", 1, "time", 1, "onupdate", "OnUpdateTween", "onupdatetarget", this.gameObject, "oncomplete", "fadeInOver", "oncompleteparams", sceneName, "oncompletetarget", this.gameObject)); }
/// <summary> /// camera fade in /// </summary> /// <param name="sceneName">Scene name.</param> void fadeIn(string sceneName) { if (mask.IsActive()) { return; } mask.gameObject.SetActive(true); mask.color = new Color(0, 0, 0, 0); // ATween.MoveBy(gameObject, ATween.Hash("x", 2, "easeType", "easeInOutExpo", "loopType", "pingPong", "delay", .1)); ATween.ValueTo(mask.gameObject, ATween.Hash("from", 0, "to", 1, "time", 1, "onupdate", "OnUpdateTween", "onupdatetarget", this.gameObject, "oncomplete", "fadeInOver", "oncompleteparams", sceneName, "oncompletetarget", this.gameObject)); }