SHADE_Y3/Assets/Scripts/UI/SC_SceneFadeInOut.cs

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2.9 KiB
C#
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using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.UI
{
public class SceneFadeInOut : Script
{
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//[Tooltip("If true, the panel fadeUI fades in (increasing alpha). If false, no fading. Mutually exclusive with fadeIn")]
private bool fadeIn;
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//[Tooltip("If true, the panel fadeUI fades out (decreasing alpha). If false, no fading. Mutually exclusive with fadeIn")]
private bool fadeOut;
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[Tooltip("The initial alpha value of the UI that is faded. Between 0 and 1 inclusive.")]
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public float alphaValue;
[SerializeField]
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private float fadeInTime;
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[SerializeField]
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private float fadeOutTime;
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private Renderable fadeR;
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public static SceneFadeInOut Instance { get; private set; }
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protected override void awake()
{
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if (Instance != null && Instance != this)
RemoveScript<SceneFadeInOut>();
else
Instance = this;
fadeR = GameObject.GetComponent<Renderable>();
fadeR.Material.SetProperty<float>("data.alpha", alphaValue);
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GameObject.Parent.SetActive(false);
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//alphaValue = fadeR.Material.GetProperty<float>("data.alpha");
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}
protected override void start()
{
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}
protected override void update()
{
if (fadeR != null)
{
if (fadeIn) //fading in
{
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fadeOut = false;
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if (fadeInTime == 0.0f)
{
alphaValue = 1.0f;
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}
else
{
alphaValue += (1.0f / fadeInTime) * Time.DeltaTimeF;
}
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if (alphaValue >= 1.0f)
{
alphaValue = 1.0f;
GameObject.Parent.SetActive(false);
}
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}
if (fadeOut) //fading out
{
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fadeIn = false;
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if (fadeOutTime == 0.0f)
{
alphaValue = 0.0f;
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}
else
{
alphaValue -= (1.0f / fadeOutTime) * Time.DeltaTimeF;
}
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if (alphaValue <= 0.0f)
{
alphaValue = 0.0f;
GameObject.Parent.SetActive(false);
}
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}
fadeR.Material.SetProperty<float>("data.alpha", alphaValue);
}
}
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protected override void onDestroy()
{
if (Instance == this)
Instance = null;
}
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public void CallFadeIn()
{
fadeIn = true;
fadeOut = false;
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GameObject.Parent.SetActive(true);
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}
public void CallFadeOut()
{
fadeOut = true;
fadeIn = false;
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GameObject.Parent.SetActive(true);
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}
public void CallFadeStop()
{
fadeOut = false;
fadeIn = false;
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GameObject.Parent.SetActive(false);
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}
public bool FadeOutFinished()
{
return (alphaValue <= 0.0f);
}
public bool FadeInFinished()
{
return (alphaValue >= 1.0f);
}
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}
}