public void FadeOut(GameObject gameObj, float delay, float fadeTime, FadingDelegate onFadeStart, FadingDelegate onFadeComplete) { this.MaybeRegisterForViewTime(); FadingGameObject item = new FadingGameObject(gameObj, delay, fadeTime, onFadeStart, onFadeComplete); this.fadingEntities.Add(item); }
public void FadeOut(Entity entity, float delay, float fadeTime, FadingDelegate onFadeStart, FadingDelegate onFadeComplete) { this.MaybeRegisterForViewTime(); FadingEntity item = new FadingEntity(entity, delay, fadeTime, onFadeStart, onFadeComplete); this.fadingEntities.Add(item); }
public FadingEntity(Entity entity, float delay, float fadeTime, FadingDelegate onStart, FadingDelegate onComplete) : base(entity, delay, fadeTime, onStart, onComplete) { this.entity = entity; GameObjectViewComponent gameObjectViewComponent = entity.Get <GameObjectViewComponent>(); if (gameObjectViewComponent != null) { MeterShaderComponent meter = entity.Get <MeterShaderComponent>(); base.InitData(gameObjectViewComponent.MainGameObject, meter); } }
private void HandleStarted() { if (!this.startedFade) { this.startedFade = true; if (this.onStart != null) { this.onStart(this.fadingObject); this.onStart = null; } } }
public AbstractFadingView(object fadingObject, float delay, float fadeTime, FadingDelegate onStart, FadingDelegate onComplete) { this.fadingObject = fadingObject; this.delay = ((delay >= 0f) ? delay : 0f); this.fadeTime = ((fadeTime >= 0f) ? fadeTime : 0f); this.onStart = onStart; this.onComplete = onComplete; this.startedFade = false; this.curTime = 0f; this.fadingMaterials = null; this.oldMaterials = null; }
public void Complete() { this.HandleStarted(); this.RestoreMaterials(); if (this.fadingMaterials != null) { int i = 0; int count = this.fadingMaterials.Count; while (i < count) { UnityUtils.DestroyMaterial(this.fadingMaterials[i]); i++; } this.fadingMaterials = null; } if (this.onComplete != null) { this.onComplete(this.fadingObject); this.onComplete = null; } }
public FadingGameObject(GameObject gameObj, float delay, float fadeTime, FadingDelegate onStart, FadingDelegate onComplete) : base(gameObj, delay, fadeTime, onStart, onComplete) { this.gameObject = gameObj; base.InitData(this.gameObject, null); }