// Effect Based Implementations protected virtual void Fade(Transition transition, Effect[] effects) { float startAlpha = (transition == Transition.SHOW) ? 0F : 1F; float endAlpha = (transition == Transition.SHOW) ? 1F : 0F; if (transitionRoutine != null) { StopCoroutine(transitionRoutine); } transitionRoutine = StartCoroutine(MenuTransitionsCommon.FadeCoroutine(startAlpha, endAlpha, faderDuration, canvasGroup, () => { if (transition == Transition.SHOW) { ShowComplete(); } else { HideComplete(); } OnTransitionEnded(transition, effects); })); }
private void ShowHUD(object[] parameters) { StartCoroutine(MenuTransitionsCommon.FadeCoroutine(0.0f, 1.0f, 2.0f, hudCG, null)); }
public void DoFade(float startAlpha, float endAlpha, float duration, MenuTransitionsCommon.TransitionComplete callback) { StartCoroutine(MenuTransitionsCommon.FadeCoroutine(startAlpha, endAlpha, duration, canvasGroup, callback)); }