// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { paused = !paused; Time.timeScale = paused ? 0f : 1f; alpha = paused ? 0.9f : 0f; lastVolume = SoundManager.script.bgmVolume; SoundManager.script.bgmVolume = paused ? 0f : lastVolume; } if (Input.GetKeyDown(KeyCode.M) && paused) { Cursor.visible = true; SceneManager.LoadScene("mainMenu"); } canvas.SetAlpha(canvas.GetAlpha() + (alpha - canvas.GetAlpha()) * 0.1f); if (canvas.GetAlpha() < 0.5f) { GetComponent <Canvas>().enabled = false; } else { GetComponent <Canvas>().enabled = true; } }
private void ShowShadow() { if (ShadowRender.GetAlpha() < 0.5) { ShadowRender.SetAlpha(1); } }
public IEnumerator FadeIn() { float fadeAmount; if (m_canvasRenderer != null) { while (m_canvasRenderer.GetAlpha() < m_maxAlpha) { yield return(null); fadeAmount = m_canvasRenderer.GetAlpha() + Time.deltaTime / m_fadeSpeed; if (fadeAmount > 0.99f) { fadeAmount = maxAlpha; } m_canvasRenderer.SetAlpha(fadeAmount); } } m_canvasRenderer.SetAlpha(m_maxAlpha); if (m_continuous) { Start_FadeOut(); } }
void Update() { if (rend.GetAlpha() <= 1 && rend.GetAlpha() >= 0) { rend.SetAlpha(rend.GetAlpha() + alpha); } }
private void Update() { if (isFadingIn) { float newAlpha = canvasRenderer.GetAlpha() + fadeInSpeed * Time.deltaTime; if (newAlpha >= 1) { canvasRenderer.SetAlpha(1); isFadingIn = false; } else { canvasRenderer.SetAlpha(newAlpha); } } else { float newAlpha = canvasRenderer.GetAlpha() - fadeOutSpeed * Time.deltaTime; if (newAlpha <= 0) { canvasRenderer.SetAlpha(0); gameObject.SetActive(false); } else { canvasRenderer.SetAlpha(newAlpha); } } }
IEnumerator PlayLoader() { image.SetAlpha(0); //fade in logo Debug.Log("Fade in"); while (image.GetAlpha() != 1) { image.SetAlpha(Mathf.Min(1, image.GetAlpha() + fadeSpeed)); yield return(null); } //wait Debug.Log("Wait"); yield return(new WaitForSeconds(1.337f)); //fade out logo Debug.Log("Fade out"); while (image.GetAlpha() != 0) { image.SetAlpha(Mathf.Max(0, image.GetAlpha() - fadeSpeed)); yield return(null); } yield return(new WaitForSeconds(1.337f)); Levels.LoadMenu(); }
//フェードイン・アウト関数 CanvasRenderer インかアウト 何秒で obj専用のcurrentTime型 public static void FadeIO(CanvasRenderer obj, bool flag, float time, float currentTime) { //フェードイン if (flag) { if (obj.GetAlpha() < 1) { currentTime += Time.deltaTime; obj.SetAlpha(time / currentTime); //フェードが完了後、currentTimeを初期化 if (obj.GetAlpha() >= 1) { currentTime = 0; } } } //フェードアウト else { if (obj.GetAlpha() > 0) { currentTime += Time.deltaTime; obj.SetAlpha(1 - (time / currentTime)); //フェードが完了後、currentTimeを初期化 if (obj.GetAlpha() <= 0) { currentTime = 0; } } } }
IEnumerator Alpha() { if (isCanvas) { while (true) { Canvas.SetAlpha(Canvas.GetAlpha() + PlusAlpha); if (Canvas.GetAlpha() >= EndAlpha) { break; } yield return(new WaitForSeconds(WaitSecond)); } } else { while (true) { Mesh.material.color = new Color(Mesh.material.color.r, Mesh.material.color.g, Mesh.material.color.b, Mesh.material.color.a + PlusAlpha); if (Mesh.material.color.a >= EndAlpha) { break; } yield return(new WaitForSeconds(WaitSecond)); } } }
void Update() { if (!started) { if (Input.anyKeyDown) { started = true; } return; } haikuDefinitionAngle += 0.90f * Time.deltaTime; haikuDefinitionRenderer.SetAlpha((-Mathf.Cos(haikuDefinitionAngle) + 1) * 2 - 0.5f); if (haikuDefinitionRenderer.GetAlpha() >= 0.8f) { haikuDefinitionDisplayed = true; } if (haikuDefinitionDisplayed && haikuDefinitionRenderer.GetAlpha() <= 0) { Application.LoadLevel(1); } }
// Update is called once per frame void Update() { if (_cRenderer.GetAlpha() > 0) { _cRenderer.SetAlpha(_cRenderer.GetAlpha() - 1 * Time.deltaTime); } }
private void Fade(CanvasRenderer canvasRenderer, FadeType fadeType, float fadeSpeed) { if (fadeType == FadeType.FadeIn && canvasRenderer.GetAlpha() != 1f) { canvasRenderer.SetAlpha(Mathf.Lerp(canvasRenderer.GetAlpha(), 1f, Time.deltaTime * fadeSpeed)); } else if (fadeType == FadeType.FadeOut && canvasRenderer.GetAlpha() != 0f) { canvasRenderer.SetAlpha(Mathf.Lerp(canvasRenderer.GetAlpha(), 0f, Time.deltaTime * fadeSpeed)); } }
void Update() { if (Time.time > startTime + 3) { canvasRenderer.SetAlpha(canvasRenderer.GetAlpha() - Time.deltaTime * speed); } if (canvasRenderer.GetAlpha() <= 0) { gameObject.SetActive(false); } }
private IEnumerator FadeOut() { yield return(new WaitForSeconds(_waitToFade)); while (_canvas.GetAlpha() > 0) { _canvas.SetAlpha(_canvas.GetAlpha() - Time.deltaTime * _fadeSpeed); yield return(null); } _canvas.SetAlpha(0); }
void Update_InProgress() { if (stateCounter > 40) { CanvasRenderer canvas = goPanel.GetComponent <CanvasRenderer> (); canvas.SetAlpha(canvas.GetAlpha() - 0.1f); if (canvas.GetAlpha() <= 0.0f) { goPanel.SetActive(false); } } }
private IEnumerator ShowHints() { CanvasRenderer cr = this.box.canvasRenderer; for (;;) { while (cr.GetAlpha() > 0f) { cr.SetAlpha(cr.GetAlpha() - Time.deltaTime * 5f); cr.GetComponentInChildren <Text>().canvasRenderer.SetAlpha(cr.GetAlpha()); yield return(new WaitForEndOfFrame()); } yield return(new WaitForEndOfFrame()); } yield break; }
void Update() { if (renderer.GetAlpha() <= 0) { Destroy(gameObject); } }
// Update is called once per frame void Update() { GameObject playertemp = GameObject.Find("hero1"); if (playertemp.GetComponent <heroscript>().health <= 0 && lose == false) { fadetime = Time.time; lose = true; } if (backgroundcolor.GetAlpha() < 255 && lose == true) { Debug.Log("Game over boys " + 10 * (Time.time - fadetime)); backgroundcolor.SetAlpha(backgroundcolor.GetAlpha() + 0.1f * (Time.time - fadetime)); textcolor.SetAlpha(255); } }
private IEnumerator DisplayAndFadeMessage(float readTime, float fadeRate, float fadeDelay) { //https://answers.unity.com/questions/889908/i-created-an-ui-button-but-click-does-not-work.html parent.sortingOrder = tempSortingorder; //https://answers.unity.com/questions/881620/uigraphiccrossfadealpha-only-works-for-decrementin.html if (cv != null && cg != null) { cv.SetAlpha(1f); cg.alpha = 1f; yield return(new WaitForSeconds(readTime)); while (true) { float alpha = cv.GetAlpha(); if (alpha <= 0) { break; } float newAlpha = alpha - fadeRate; cv.SetAlpha(newAlpha); cg.alpha = newAlpha; yield return(new WaitForSeconds(fadeDelay)); } HideMessage(); } else { Debug.Log("Missing canvas renderer or canvas group"); } }
void addIfNot(CanvasRenderer cr) { if (!alphas.ContainsKey(cr)) { alphas.Add(cr, cr.GetAlpha()); } }
static public IEnumerator FadeTo(this CanvasRenderer inRenderer, float inAlpha, float inTime, AnimationCurve inCurve = null) { float currentAlpha = inRenderer.GetAlpha(); float deltaAlpha = inAlpha - currentAlpha; float currentPercentage = 0.0f; float percentageIncrement = 1.0f / inTime; while (currentPercentage < 1) { yield return(null); currentPercentage += Time.deltaTime * percentageIncrement; if (currentPercentage > 1) { currentPercentage = 1; } float curvedPercentage = currentPercentage; if (inCurve != null) { curvedPercentage = inCurve.Evaluate(curvedPercentage); } float nextAlpha = currentAlpha + deltaAlpha * curvedPercentage; inRenderer.SetAlpha(nextAlpha); } }
// Update is called once per frame void Update() { if (successCanvasRenderer.GetAlpha() <= 1) { successAlpha = successAlpha * 1.5f; successCanvasRenderer.SetAlpha(successAlpha); } if (isShowRetry) { //buttonAlpha1 = buttonAlpha1 + 0.02f; //retryButtonCanvasRenderer.SetAlpha(buttonAlpha1); retryButton.SetActive(true); } if (isShowNext && loadedLevel != 7) { //buttonAlpha2 = buttonAlpha2 + 0.02f; //if (nextButtonCanvasRenderer != null) //{ // nextButtonCanvasRenderer.SetAlpha(buttonAlpha2); //} nextButton.SetActive(true); } if (isShowReturn) { //buttonAlpha3 = buttonAlpha3 + 0.02f; //returnButtonCanvasRenderer.SetAlpha(buttonAlpha3); returnButton.SetActive(true); } }
IEnumerator exitButtonCheck() { if (numberOfBackButtonsPressed > 1) { Application.Quit(); } // if button clicked again in last 3 seconds, exit CanvasRenderer textRenderer = exitTextRenderer.GetComponentInChildren <Text> ().GetComponent <CanvasRenderer> (); for (int i = 0; i < 20; i++) { //check for clicks, fade text in exitTextRenderer = GameObject.Find("ExitOverlay").GetComponent <CanvasRenderer> (); exitTextRenderer.SetAlpha((exitTextRenderer.GetAlpha() + 0.05f)); textRenderer.SetAlpha((textRenderer.GetAlpha() + 0.05f)); if (numberOfBackButtonsPressed > 1) { Application.Quit(); } yield return(new WaitForSeconds(0.05f)); } for (int i = 0; i < 20; i++) { //check for clicks if (numberOfBackButtonsPressed > 1) { Application.Quit(); } yield return(new WaitForSeconds(0.05f)); } for (int i = 0; i < 20; i++) { //check for clicks, fade text out exitTextRenderer = GameObject.Find("ExitOverlay").GetComponent <CanvasRenderer> (); exitTextRenderer.SetAlpha(exitTextRenderer.GetAlpha() - 0.05f); textRenderer.SetAlpha(textRenderer.GetAlpha() - 0.05f); if (numberOfBackButtonsPressed > 1) { Application.Quit(); } yield return(new WaitForSeconds(0.05f)); } numberOfBackButtonsPressed = 0; }
private void Update() { if (isFadeIn) { if (currentPhotoAlpha >= maxAlpha && currentPanelAlpha >= maxAlpha) { isFadeIn = false; gameController.isPhotoActive = true; StartCoroutine(LeavePhotoText()); } currentFade = (Time.deltaTime * fadeSpeed); if (currentPhotoAlpha < maxAlpha) { photoImageRenderer.SetAlpha(photoImageRenderer.GetAlpha() + currentFade); currentPhotoAlpha = photoImageRenderer.GetAlpha(); } if (currentPanelAlpha < maxAlpha) { photoPanelRenderer.SetAlpha(photoPanelRenderer.GetAlpha() + currentFade); currentPanelAlpha = photoPanelRenderer.GetAlpha(); } } //if (isFadeOut) //{ // if (currentPhotoAlpha <= 0.0f && currentPanelAlpha >= 0.0f) // { // isFadeOut = false; // photoImageRenderer.gameObject.SetActive(false); // } // currentFade = (Time.deltaTime * fadeSpeed); // if (currentPhotoAlpha > 0.0f) // { // photoImageRenderer.SetAlpha(photoImageRenderer.GetAlpha() - currentFade); // currentPhotoAlpha = photoImageRenderer.GetAlpha(); // } // if (currentPanelAlpha > 0.0f) // { // photoPanelRenderer.SetAlpha(photoPanelRenderer.GetAlpha() - currentFade); // currentPanelAlpha = photoPanelRenderer.GetAlpha(); // } //} }
// Update is called once per frame void Update() { if (cr.GetAlpha() >= 1 && !beginIncrement) { beginIncrement = true; IncrementAge(); } }
void InventoryListener() { float inventoryY = inventoryUI.localPosition.y; float alphaVign = vignetteBottom.GetAlpha(); if (Input.GetButton("Inventory") && !isInventory && !isBlocked && inventory.items[0].ID != -1) { tempTargetRotation = targetRotation; isInventory = true; } else if (!Input.GetButton("Inventory") && isInventory && !inventory.isShowingInfo) { isInventory = false; } else if (Input.GetButtonDown("Inventory") && !isInventory && !isBlocked && inventory.items[0].ID == -1) { Debug.Log("Инвентарь пуст"); } if (Input.GetButton("Inventory") && isInventory && inventory.items[0].ID == -1) { Debug.Log("Инвентарь пуст"); isInventory = false; } if (isInventory) { inventoryY += -(Mathf.Pow(inventoryY + 226, 2) - 2800) * 0.003f; inventoryY = Mathf.Clamp(inventoryY, -277, -175); inventoryUI.localPosition = new Vector2(inventoryUI.localPosition.x, inventoryY); if (alphaVign >= 1) { alphaVign = 1; } else { alphaVign += -(Mathf.Pow(alphaVign - 0.5f, 2) - 0.25f) * 0.03f + 0.02f; } vignetteBottom.SetAlpha(alphaVign); inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition = new Vector2(inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition.x, -480 - inventoryY); } else if (!isInventory) { inventoryY -= -(Mathf.Pow(inventoryY + 226, 2) - 2800) * 0.003f; inventoryY = Mathf.Clamp(inventoryY, -277, -175); inventoryUI.localPosition = new Vector2(inventoryUI.localPosition.x, inventoryY); if (alphaVign <= 0) { alphaVign = 0; } else { alphaVign -= -(Mathf.Pow(alphaVign - 0.5f, 2) - 0.25f) * 0.03f + 0.02f; } vignetteBottom.SetAlpha(alphaVign); inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition = new Vector2(inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition.x, -480 - inventoryY); } }
void LateUpdate() { if (_fundFadeState == 1) //fade in { fundTxt.SetAlpha(fundTxt.GetAlpha() + _txtFadeSpeed); //increase opacity if (fundTxt.GetAlpha() >= 2.5f) { _fundFadeState = 2; //when reached goal opacity, fade out } } else if (_fundFadeState == 2) //fade out { fundTxt.SetAlpha(fundTxt.GetAlpha() - _txtFadeSpeed); //decrease opacity if (fundTxt.GetAlpha() < 0) //when reached goal opacity, reset { _fundFadeState = 0; fundTxt.SetAlpha(0f); } } if (_maxUpgradeFadeState == 1) //fade in { maxUpgradeTxt.SetAlpha(maxUpgradeTxt.GetAlpha() + _txtFadeSpeed); //increase opacity if (maxUpgradeTxt.GetAlpha() >= 2.5f) { _maxUpgradeFadeState = 2; //when reached goal opacity, fade out } } else if (_maxUpgradeFadeState == 2) //fade out { maxUpgradeTxt.SetAlpha(maxUpgradeTxt.GetAlpha() - _txtFadeSpeed); //decrease opacity if (maxUpgradeTxt.GetAlpha() < 0) //when reached goal opacity, reset { _maxUpgradeFadeState = 0; maxUpgradeTxt.SetAlpha(0f); } } }
IEnumerator PopUpFade() { popUpImage.CrossFadeAlpha(0, 3, false); if (popUpCanvasRenderer.GetAlpha() == 0) { Destroy(gameObject); } yield return(null); }
// Update is called once per frame void Update() { canvasRenderer.SetAlpha(canvasRenderer.GetAlpha() + SPEED * sign); float a = canvasRenderer.GetAlpha(); if (a >= 3.0f) { sign = -1.0f; //sign = 0.0f; } else if (a <= 0.0f) { sign = 1.0f; enabled = false; //init(); } }
// Update is called once per frame void Update() { CanvasRenderer currentRenderer = gameObject.GetComponent <CanvasRenderer>(); if (currentRenderer != null && m_rendererToCopyTheAlphaFrom != null) { currentRenderer.SetAlpha(m_rendererToCopyTheAlphaFrom.GetAlpha()); } }
/** * Coroutine Name: SceneFadeInCoroutine * Description : Coroutine handles behavior for fading in a scene. * @param duration */ private IEnumerator SceneFadeInCoroutine(float duration) { //Set the alpha of the Canvas Renderer to completely black. canvasRenderer.SetAlpha(1.0f); //Wait one second before starting fade in. yield return(new WaitForSeconds(1.0f)); //While the alpha value of the image is greater than zero fade... while (canvasRenderer.GetAlpha() > 0.0f) { //...Decrease the alpha value of the image... canvasRenderer.SetAlpha(canvasRenderer.GetAlpha() - Time.smoothDeltaTime / duration); //Print the alpha value of the CanvasRenderer. //Debug.Log(canvasRenderer.GetAlpha()); //...Yield until next frame update before continuing loop execution... yield return(0); } }