private void Update() { if (FadeStatus == FadeInOutStatus.None || FadeStatus == FadeInOutStatus.FadingInComplete || FadeStatus == FadeInOutStatus.FadingOutComplete) { return; } if (FadeStatus == FadeInOutStatus.FadingIn) { _group.alpha += _fadeInSpeed * Time.deltaTime; _blackImage.SetActive(true); if (_group.alpha >= 1.0f) { _group.alpha = 1.0f; FadeStatus = FadeInOutStatus.FadingInComplete; return; } } else if (FadeStatus == FadeInOutStatus.FadingOut) { _group.alpha -= _fadeOutSpeed * Time.deltaTime; if (_group.alpha <= 0.0f) { _blackImage.SetActive(false); _group.alpha = 0.0f; FadeStatus = FadeInOutStatus.FadingOutComplete; return; } } }
void OnEnable() { if (isInit) { fadeInOutStatus = FadeInOutStatus.In; canUpdate = true; lineRenderer.enabled = true; } }
// Use this for initialization void Start() { EffectSettings.CollisionEnter += EffectSettings_CollisionEnter; lineRenderer = GetComponent <LineRenderer>(); fadeInOutStatus = FadeInOutStatus.In; lineRenderer.SetPosition(1, new Vector3(0, 0, 0)); lineRenderer.SetWidth(0, 0); lineRenderer.enabled = true; isInit = true; }
// Use this for initialization void Start() { EffectSettings.CollisionEnter += EffectSettings_CollisionEnter; lineRenderer = GetComponent<LineRenderer>(); fadeInOutStatus = FadeInOutStatus.In; lineRenderer.SetPosition(1, new Vector3(0, 0, 0)); lineRenderer.SetWidth(0, 0); lineRenderer.enabled = true; isInit = true; }
private void OnEnable() { if (!this.isInit) { return; } this.fadeInOutStatus = FadeInOutStatus.In; this.canUpdate = true; ((Renderer)this.lineRenderer).set_enabled(true); }
private void Start() { if (Object.op_Inequality((Object)this.EffectSettings, (Object)null)) { this.EffectSettings.CollisionEnter += new EventHandler <CollisionInfo>(this.EffectSettings_CollisionEnter); } this.lineRenderer = (LineRenderer)((Component)this).GetComponent <LineRenderer>(); this.fadeInOutStatus = FadeInOutStatus.In; this.lineRenderer.SetPosition(1, new Vector3(0.0f, 0.0f, 0.0f)); this.lineRenderer.SetWidth(0.0f, 0.0f); ((Renderer)this.lineRenderer).set_enabled(true); this.isInit = true; }
void EffectSettings_CollisionEnter(object sender, CollisionInfo e) { fadeInOutStatus = FadeInOutStatus.Out; canUpdate = true; }
public virtual void FadeIn() { FadeStatus = FadeInOutStatus.FadingIn; CalculateSpeeds(); }
public virtual void FadeInNow() { FadeStatus = FadeInOutStatus.FadingInComplete; _group.alpha = 1; }