Пример #1
0
        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;
            }
        }
Пример #2
0
        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;
            }
        }
Пример #3
0
        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();
                }
            }
        }
Пример #4
0
    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;
    }
Пример #5
0
 public void FadeIn()
 {
     if ((faderState != FaderState.FadeIn) && (faderState != FaderState.FadeOut))
     {
         SetFaderActive(true);
         faderState = FaderState.FadeIn;
         StartCoroutine(AnimateFade(fadeInSpeed));
     }
 }
Пример #6
0
 public void FadeIn()
 {
     if (State == FaderState.FadedOut || State == FaderState.FadingOut)
     {
         _transition = 0;
         State       = FaderState.FadingIn;
         StateChanged?.Invoke();
     }
 }
Пример #7
0
 public void FadeOut()
 {
     if (State == FaderState.FadedIn || State == FaderState.FadingIn)
     {
         _transition = 0;
         State       = FaderState.FadingOut;
         StateChanged?.Invoke();
     }
 }
Пример #8
0
    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));
        }
    }
Пример #9
0
    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;
        }
    }
Пример #10
0
 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;
     }
 }
Пример #11
0
 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;
     }
 }
Пример #12
0
 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();
         }
     }
 }
Пример #13
0
        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;
            }
        }
Пример #14
0
 public void FadeIn()
 {
     CanvasGroup.alpha = 1;
     _faderState       = FaderState.FadingIn;
 }
Пример #15
0
 private void Awake()
 {
     _canvasGroup = GetComponent <CanvasGroup>();
     State        = Initial;
 }
Пример #16
0
 public void FadeOut()
 {
     CanvasGroup.alpha = 0;
     _faderState       = FaderState.FadingOut;
 }
Пример #17
0
 public void StartFadeIn()
 {
     actualState = FaderState.fadingIn;
 }
Пример #18
0
 public void StartFadeOut()
 {
     actualState = FaderState.fadingOut;
 }