// Update is called once per frame
 void Update()
 {
     if (Physics.Linecast(c.transform.position, p.transform.position, out hit))
     {
         if (hit.collider.gameObject.CompareTag("TransBehind"))
         {
             MonoBehaviour[] scripts = hit.collider.gameObject.GetComponents <MonoBehaviour>();
             foreach (MonoBehaviour s in scripts)
             {
                 if (s is IFadable)
                 {
                     IFadable fadable = (IFadable)s;
                     fadable.FadeOut();
                 }
             }
         }
         if (prevHit != null)
         {
             if (hit.collider.gameObject != prevHit && prevHit.CompareTag("TransBehind"))
             {
                 MonoBehaviour[] scripts = prevHit.GetComponents <MonoBehaviour>();
                 foreach (MonoBehaviour s in scripts)
                 {
                     if (s is IFadable)
                     {
                         IFadable fadable = (IFadable)s;
                         fadable.FadeIn();
                     }
                 }
             }
         }
         prevHit = hit.collider.gameObject;
     }
 }
Пример #2
0
            public eEventTriggerReturn Trigger(StateMachineComponent stateMachine)
            {
                IFadable target = _target.GetComponent();

                if (target != null)
                {
                    if (_active)
                    {
                        target.FadeIn(_fadeTime);
                    }
                    else
                    {
                        target.FadeOut(_fadeTime);
                    }
                }

                return(eEventTriggerReturn.EventFinished);
            }
Пример #3
0
 private void Awake()
 {
     _fadable = GetComponent <IFadable>();
 }