private IEnumerator FadeInRoutine() { yield return(AlphaChangeRoutine(0, _duration)); faded = false; FadeInComplete?.Invoke(); }
public override void _Process(float delta) { if (!_startFading) { return; } if (_fadeIn) { _currentAlpha += faderRate * delta; if (_currentAlpha >= 1) { fadeInComplete?.Invoke(); _startFading = false; } } else { _currentAlpha -= faderRate * delta; if (_currentAlpha <= 0) { fadeOutComplete?.Invoke(); _startFading = false; } } _fadeColor.a = _currentAlpha; SetSelfModulate(_fadeColor); }
void FadeInFunc() { //Debug.Log("-------------fadein"); isCallBack = false; if (groups.Length == 0) { if (fadeInComplete != null) { fadeInComplete(panelEnum); } } for (int i = 0; i < groups.Length; i++) { if (!groups[i].ignoreParentGroups) { StartCoroutine(Cor_FadeIn(groups[i], () => { if (isCallBack == false) { isCallBack = true; fadeInComplete?.Invoke(panelEnum); } })); } } }
private static void StartFadeIn() { FadeInComplete = null; BlackFadeController goController = UnityEngine.Object.Instantiate(Resources.Load <GameObject>("Prefabs/Black Fade")).GetComponent <BlackFadeController>(); goController.FadeIn(); goController.FadeCompleted += () => FadeInComplete?.Invoke(); }
private void FadeIn(float deltaTime) { _currentAlpha += _fadeInRate * deltaTime; if (_currentAlpha >= 1) { OnFadeInComplete?.Invoke(); _fadeInActive = false; } _faderSprite.SpriteColor = _spriteColor * _currentAlpha; }
/// <summary> /// Hide the occluder over time. /// </summary> public void FadeOut(System.Action EndAction = null) { StopAllCoroutines(); this.ProgressionAnim(fadeDuration, delegate(float progression) { image.color = Color.Lerp(fadeColor, startColor, progression); }, delegate { // Invoke endAction and event. EndAction?.Invoke(); FadeInComplete?.Invoke(); }); }
private void FadeIn() { _currentAlpha -= fadeInRate * Time.deltaTime; var fadeImageColor = _fadeImage.color; _fadeImage.color = ExtensionFunctions.ConvertAndClampColor(fadeImageColor.r, fadeImageColor.g, fadeImageColor.b, _currentAlpha); if (!(_currentAlpha <= 0)) { return; } fadeInComplete?.Invoke(); _activateFadeIn = false; _fadeImage.gameObject.SetActive(false); }
private IEnumerator FadeInPage() { yield return(StartCoroutine(Coroutines.FadeTo(_canvasGroup, 1, 1))); FadeInComplete?.Invoke(); }