示例#1
0
        private void Update()
        {
            if (FadeStatus == FadeInOutStatus.None || FadeStatus == FadeInOutStatus.FadingInComplete || FadeStatus == FadeInOutStatus.FadingOutComplete)
            {
                return;
            }

            if (FadeStatus == FadeInOutStatus.FadingIn)
            {
                _group.alpha += _fadeInSpeed * Time.deltaTime;

                _blackImage.SetActive(true);

                if (_group.alpha >= 1.0f)
                {
                    _group.alpha = 1.0f;
                    FadeStatus   = FadeInOutStatus.FadingInComplete;

                    return;
                }
            }
            else if (FadeStatus == FadeInOutStatus.FadingOut)
            {
                _group.alpha -= _fadeOutSpeed * Time.deltaTime;

                if (_group.alpha <= 0.0f)
                {
                    _blackImage.SetActive(false);
                    _group.alpha = 0.0f;
                    FadeStatus   = FadeInOutStatus.FadingOutComplete;

                    return;
                }
            }
        }
 void OnEnable()
 {
     if (isInit) {
       fadeInOutStatus = FadeInOutStatus.In;
       canUpdate = true;
       lineRenderer.enabled = true;
     }
 }
示例#3
0
 void OnEnable()
 {
     if (isInit)
     {
         fadeInOutStatus      = FadeInOutStatus.In;
         canUpdate            = true;
         lineRenderer.enabled = true;
     }
 }
示例#4
0
 // Use this for initialization
 void Start()
 {
     EffectSettings.CollisionEnter += EffectSettings_CollisionEnter;
     lineRenderer    = GetComponent <LineRenderer>();
     fadeInOutStatus = FadeInOutStatus.In;
     lineRenderer.SetPosition(1, new Vector3(0, 0, 0));
     lineRenderer.SetWidth(0, 0);
     lineRenderer.enabled = true;
     isInit = true;
 }
 // Use this for initialization
 void Start()
 {
     EffectSettings.CollisionEnter += EffectSettings_CollisionEnter;
       lineRenderer = GetComponent<LineRenderer>();
     fadeInOutStatus = FadeInOutStatus.In;
     lineRenderer.SetPosition(1, new Vector3(0, 0, 0));
     lineRenderer.SetWidth(0, 0);
     lineRenderer.enabled = true;
       isInit = true;
 }
 private void OnEnable()
 {
     if (!this.isInit)
     {
         return;
     }
     this.fadeInOutStatus = FadeInOutStatus.In;
     this.canUpdate       = true;
     ((Renderer)this.lineRenderer).set_enabled(true);
 }
 private void Start()
 {
     if (Object.op_Inequality((Object)this.EffectSettings, (Object)null))
     {
         this.EffectSettings.CollisionEnter += new EventHandler <CollisionInfo>(this.EffectSettings_CollisionEnter);
     }
     this.lineRenderer    = (LineRenderer)((Component)this).GetComponent <LineRenderer>();
     this.fadeInOutStatus = FadeInOutStatus.In;
     this.lineRenderer.SetPosition(1, new Vector3(0.0f, 0.0f, 0.0f));
     this.lineRenderer.SetWidth(0.0f, 0.0f);
     ((Renderer)this.lineRenderer).set_enabled(true);
     this.isInit = true;
 }
示例#8
0
 void EffectSettings_CollisionEnter(object sender, CollisionInfo e)
 {
     fadeInOutStatus = FadeInOutStatus.Out;
     canUpdate       = true;
 }
 void EffectSettings_CollisionEnter(object sender, CollisionInfo e)
 {
     fadeInOutStatus = FadeInOutStatus.Out;
     canUpdate = true;
 }
示例#10
0
 public virtual void FadeIn()
 {
     FadeStatus = FadeInOutStatus.FadingIn;
     CalculateSpeeds();
 }
示例#11
0
 public virtual void FadeInNow()
 {
     FadeStatus   = FadeInOutStatus.FadingInComplete;
     _group.alpha = 1;
 }