public void FadeIU(eFade state, float _fadeTime = 1) { DoFade((int)state, true, _fadeTime); }
// internal method IEnumerator StartFadeInternal( bool isFadeIn, float fFadeDuration, Func<System.Object, bool> OnFadeFinish = null, System.Object cbParam = null, bool bWillPauseAtEnd = false ) { IsFading = true; bPauseAtEnd = bWillPauseAtEnd; if( isFadeIn ) { currFadeMode = eFade.E_FADE_IN; OnFadeInFinish = OnFadeFinish; funcFadeInParam = cbParam; startColor.a = 1; targetColor.a = 0; SetCurrentColor( startColor ); } else { currFadeMode = eFade.E_FADE_OUT; OnFadeOutFinish = OnFadeFinish; funcFadeOutParam = cbParam; startColor.a = 0; targetColor.a = 1; SetCurrentColor( startColor ); } fFadeStartTime = Time.time; fFadeDurTime = fFadeDuration; while( IsFading ) { yield return null; } CallFadeCallback(); currFadeMode = eFade.E_FADE_NONE; if( bPauseAtEnd == false ) DeActivateFader(); }
public void Fade(eFade state, float _fadeTime = 1) { DoFade((int)state, false, _fadeTime); }
// Initialize the texture, background-style and initial color: public void Init() { IsFading = false; backGroundStyle = new GUIStyle(); currColor = Color.clear; startColor = Color.black; targetColor = Color.clear; nFadeGUIDepth = CommonZDepth.ScreenFaderI; fFadeDurTime = 0.0f; fFadeStartTime = 0.0f; fFadeStartDelayTime = 0.0f; fFadeEndDelayTime = 0.2f; OnFadeInFinish = null; OnFadeOutFinish = null; fadeTexture = new Texture2D(1, 1); backGroundStyle.normal.background = fadeTexture; IsFading = false; currFadeMode = eFade.E_FADE_NONE; funcFadeInParam = null; funcFadeOutParam = null; bPauseAtEnd = false; }