Пример #1
0
    IEnumerator FadeOutCoroutine(GameObject GO, float time, bool shouldDestroy = false)
    {
        // store here all renderers with their initial colors of the object and its children
        Dictionary <ColorRenderer, float> renderers = new Dictionary <ColorRenderer, float>();

        // add all renderers of the object and its children
        Renderer[] rendererComponents = GO.GetComponentsInChildren <Renderer>(true);
        foreach (Renderer renderer in rendererComponents)
        {
            ColorRenderer colorRenderer = new ColorRenderer();
            if (colorRenderer.SetRenderer(renderer) == true)
            {
                renderers.Add(colorRenderer, colorRenderer.GetColor().a);
            }
        }

        // animated all renderers from
        for (float currTime = time; currTime >= 0; currTime -= Time.deltaTime)
        {
            foreach (ColorRenderer cr in renderers.Keys)
            {
                Color c = cr.GetColor();
                c.a = ConvertRangeClamped(0, time, 0, renderers[cr], currTime);
                cr.SetColor(c);
            }
            yield return(null);
        }

        // fade out 100%
        foreach (ColorRenderer cr in renderers.Keys)
        {
            Color c = cr.GetColor();
            c.a = 0;
            cr.SetColor(c);
        }

        animatedGOs.Remove(GO);
        if (shouldDestroy == true)
        {
            Destroy(GO);
        }
    }
Пример #2
0
    IEnumerator BlinkCoroutine(GameObject GO, Color targetColor, float time)
    {
        Color targetColorCopy = new Color(targetColor.r, targetColor.g, targetColor.b, targetColor.a);

        // store here all renderers with their initial colors of the object and its children
        Dictionary <ColorRenderer, Color> renderers = new Dictionary <ColorRenderer, Color>();


        // add all renderers of the object and its children
        Renderer[] rendererComponents = GO.GetComponentsInChildren <Renderer>();
        foreach (Renderer renderer in rendererComponents)
        {
            ColorRenderer colorRenderer = new ColorRenderer();
            if (colorRenderer.SetRenderer(renderer) == true)
            {
                renderers.Add(colorRenderer, colorRenderer.GetColor());
                colorRenderer.SetColor(targetColorCopy);
            }
        }

        // animated all renderers from
        for (float currTime = time; currTime >= 0; currTime -= Time.deltaTime)
        {
            float normalizedTime = ConvertRangeClamped(0, time, 0, 1, currTime);

            foreach (ColorRenderer cr in renderers.Keys)
            {
                Color origColor = renderers[cr];
                cr.SetColor(Color.Lerp(origColor, targetColor, normalizedTime));
            }
            yield return(null);
        }

        // restore to original color 100%
        foreach (ColorRenderer cr in renderers.Keys)
        {
            Color origColor = renderers[cr];
            cr.SetColor(origColor);
        }

        animatedGOs.Remove(GO);
    }
Пример #3
0
    /**
     *      --- FADE ---
     */
    public void FadeOut(GameObject GO, float time, bool shouldDestroyAfterFadeout = false)
    {
        if (animatedGOs.ContainsKey(GO) == true)
        {
            return;
        }
        if (GO == null)
        {
            return;
        }

        Renderer[] rendererComponents = GO.GetComponentsInChildren <Renderer>(true);
        foreach (Renderer renderer in rendererComponents)
        {
            ColorRenderer colorRenderer = new ColorRenderer();
            if (colorRenderer.SetRenderer(renderer) == true)
            {
                colorRenderer.SetColor(new Color(colorRenderer.GetColor().r, colorRenderer.GetColor().g, colorRenderer.GetColor().b, 1f));
            }
        }

        animatedGOs.Add(GO, this.StartCoroutine(FadeOutCoroutine(GO, time, shouldDestroyAfterFadeout)));
    }