void Update() { switch (faderState) { case FaderState.FadingIn: _canvasGroup.alpha += fadingSpeed * Time.deltaTime; if (_canvasGroup.alpha >= 1) { faderState = FaderState.FadedIn; onFadeIn?.Invoke(); } break; case FaderState.FadingOut: _canvasGroup.alpha -= fadingSpeed * Time.deltaTime; if (_canvasGroup.alpha <= 0) { faderState = FaderState.FadedOut; onFadeOut?.Invoke(); } break; default: break; } }
private void Update() { if (_faderState == FaderState.FadingOut) { CanvasGroup.alpha += 2f * Time.deltaTime; if (!(CanvasGroup.alpha >= 1)) { return; } CanvasGroup.alpha = 1; _faderState = FaderState.Idel; } else if (_faderState == FaderState.FadingIn) { CanvasGroup.alpha -= 2f * Time.deltaTime; if (!(CanvasGroup.alpha <= 0)) { return; } CanvasGroup.alpha = 0; _faderState = FaderState.Idel; } }
private void Update() { if (State == FaderState.FadingIn) { _transition += Time.fixedDeltaTime; _canvasGroup.alpha = Mathf.Clamp01(_transition / FadeTime); if (_transition > FadeTime) { State = FaderState.FadedIn; _canvasGroup.interactable = true; _canvasGroup.blocksRaycasts = true; _canvasGroup.alpha = 1f; StateChanged?.Invoke(); } } if (State == FaderState.FadingOut) { _transition += Time.fixedDeltaTime; _canvasGroup.alpha = 1 - Mathf.Clamp01(_transition / FadeTime); if (_transition > FadeTime) { State = FaderState.FadedOut; _canvasGroup.interactable = false; _canvasGroup.blocksRaycasts = false; _canvasGroup.alpha = 0f; StateChanged?.Invoke(); } } }
void FadeIn() { var c = renderer.material.color; newAlpha = c.a - (fadingVelocity * Time.deltaTime); renderer.material.color = new Color(c.r, c.g, c.b, newAlpha); if(newAlpha <= 0F) actualState = FaderState.fadeIn; }
public void FadeIn() { if ((faderState != FaderState.FadeIn) && (faderState != FaderState.FadeOut)) { SetFaderActive(true); faderState = FaderState.FadeIn; StartCoroutine(AnimateFade(fadeInSpeed)); } }
public void FadeIn() { if (State == FaderState.FadedOut || State == FaderState.FadingOut) { _transition = 0; State = FaderState.FadingIn; StateChanged?.Invoke(); } }
public void FadeOut() { if (State == FaderState.FadedIn || State == FaderState.FadingIn) { _transition = 0; State = FaderState.FadingOut; StateChanged?.Invoke(); } }
public void FadeOut() { // Debug.Log ("FaderState: "+ faderState); if ((faderState != FaderState.FadeIn) && (faderState != FaderState.FadeOut)) { gameObject.SetActive(true); faderState = FaderState.FadeOut; faderImage.color = Color.clear; StartCoroutine(AnimateFade(fadeOutSpeed)); } }
void FadeOut(bool finish) { var c = renderer.material.color; newAlpha = c.a + (fadingVelocity * Time.deltaTime); renderer.material.color = new Color(c.r, c.g, c.b, newAlpha); if(finish){ if(newAlpha >= 1F) actualState = FaderState.finished; } else{ if(newAlpha >= 1F) actualState = FaderState.fadeOut; } }
public void CheckState() { if (Vector3.Distance(moveableObject.transform.position, minPoint.transform.position) < 0.1f) { faderState = FaderState.FaderMin; } else if (Vector3.Distance(moveableObject.transform.position, maxPoint.transform.position) < 0.1f) { faderState = FaderState.FaderMax; } else { faderState = FaderState.None; } }
public void SetFaderActive(bool faderFull) { if (faderFull) { gameObject.SetActive(true); faderState = FaderState.Full; faderImage.color = Color.black; } else { gameObject.SetActive(false); faderState = FaderState.None; faderImage.color = Color.clear; } }
private void FixedUpdate() { if (FaderState == FaderState.FadingIn) { if (audioSource != null && !audioSource.isPlaying) { audioSource.Play(); } if (counter++ > FadingInCounter) { counter = 0; FaderState = FaderState.Pause; } FadeIn(); } else if (FaderState == FaderState.Pause) { if (counter++ > countForNextAction) { counter = 0; FaderState = FaderState.FadingOut; } } else if (FaderState == FaderState.FadingOut) { if (counter++ > FadingOutCounter) { counter = 0; FaderState = FaderState.Stopped; } FadeOut(); } else if (FaderState == FaderState.Stopped) { this.enabled = false; if (this.Controller.Parent.HasMoreToExecute()) { this.Controller.Parent.Begin(); } } }
public void Update() { switch (State) { case FaderState.FadeIn: m_fadeTime -= (255 / (FadeInTime <= 0 ? 1 : FadeInTime)); if (m_fadeTime <= 0) { State = FaderState.None; } break; case FaderState.FadeOut: m_fadeTime += (255 / (FadeOutTime <= 0 ? 1 : FadeOutTime)); if (m_fadeTime >= 255) { State = FaderState.None; } break; } }
public void FadeIn() { CanvasGroup.alpha = 1; _faderState = FaderState.FadingIn; }
private void Awake() { _canvasGroup = GetComponent <CanvasGroup>(); State = Initial; }
public void FadeOut() { CanvasGroup.alpha = 0; _faderState = FaderState.FadingOut; }
public void StartFadeIn() { actualState = FaderState.fadingIn; }
public void StartFadeOut() { actualState = FaderState.fadingOut; }