public void CallFadeScenario(System.Action callb = null) { Debug.Log("CallFadeScenario"); bgMaterialPrevious = bgObject.renderer.material; callback = callb; Vector2 cameraPosition = Library.Instance.GetCameraPos(); bgObjectAllParent.transform.parent = gameObject.transform; bgObjectAllParent.transform.localPosition = new Vector3(0,0,3); bgObject.renderer.material = bgMaterial; currentFade = curFade.openingMenu; timeToWait = 1; }
public void FadeScenario(int inOut) { timeToWait -= Time.deltaTime; if(inOut == 0) { AssignObjectAlpha( 1 - timeToWait ); if(timeToWait < 0 ) { callback(); callback = null; timeToWait = 1; currentFade = curFade.startLoading; } } else { AssignObjectAlpha(timeToWait); if(timeToWait < 0 ) { timeToWait = 1; currentFade = curFade._static; bgObjectAllParent.transform.parent = UpperMenu.transform; bgObjectAllParent.transform.localPosition = Vector3.zero; bgObject.renderer.material = bgMaterialPrevious; bgMaterial.color = new Color(bgMaterial.color.r,bgMaterial.color.g,bgMaterial.color.b, 1); } } }
private void Awake() { Instance = this; createdMesh = false; currentFade = curFade._static; }
public void InvokeFadeOut() { currentFade = curFade.closingMenu; timeToWait = 1; }