private IEnumerator FadingRoutine(float startAlpha, float finishAlpha, float duration) { var step = (finishAlpha - startAlpha) / duration; rootCanvasGroup.alpha = startAlpha; while (!Math.HaveReachedValue(startAlpha, finishAlpha, rootCanvasGroup.alpha)) { rootCanvasGroup.alpha += step * Time.deltaTime; yield return(null); } rootCanvasGroup.alpha = finishAlpha; }
private IEnumerator FadingRoutine(float startIntensity, float finishIntensity, float duration) { var step = (finishIntensity - startIntensity) / duration; _vignetteVolume.weight = startIntensity; while (!Math.HaveReachedValue(startIntensity, finishIntensity, _vignetteVolume.weight)) { _vignetteVolume.weight += step * Time.deltaTime; yield return(null); } _vignetteVolume.weight = finishIntensity; }
private IEnumerator FadingRoutine(float startAlpha, float finishAlpha, float duration) { var step = (finishAlpha - startAlpha) / duration; overlay.color = color; overlay.color = overlay.color.SetAlpha(startAlpha); while (!Math.HaveReachedValue(startAlpha, finishAlpha, overlay.color.a)) { overlay.color = overlay.color.AddAlpha(step * Time.deltaTime); yield return(null); } overlay.color = overlay.color.SetAlpha(finishAlpha); }