implementing in progress

This commit is contained in:
mushgunAX 2023-02-28 06:49:40 +08:00
parent c328672286
commit b3ec2fb4df
2 changed files with 41 additions and 11 deletions

View File

@ -1,10 +1,19 @@
using System;
using System.Reflection.Metadata.Ecma335;
using SHADE;
using SHADE_Scripting.UI;
public class ChangeSceneButton : Script
{
public uint sceneID = 0;
//Whether the scene changing button has been clicked
private bool clickedFlag;
protected override void awake()
{
clickedFlag = false;
}
protected override void start()
{
@ -17,8 +26,12 @@ public class ChangeSceneButton : Script
if (sceneID != 0)
{
Audio.PlaySFXOnce2D("event:/UI/success");
SceneManager.ChangeScene(sceneID);
Audio.StopAllSounds();
SceneFadeInOut.Instance.fadeOut = false;
SceneFadeInOut.Instance.fadeIn = true;
clickedFlag = true;
}
});
}
@ -30,6 +43,9 @@ public class ChangeSceneButton : Script
}
protected override void update()
{
if (clickedFlag && sceneID != 0 && SceneFadeInOut.Instance.alphaValue >= 1.0f)
{
SceneManager.ChangeScene(sceneID);
}
}
}

View File

@ -9,16 +9,13 @@ namespace SHADE_Scripting.UI
{
public class SceneFadeInOut : Script
{
[SerializeField]
private GameObject fadeUI;
[Tooltip("If true, the panel fadeUI fades in (increasing alpha). If false, no fading")]
[Tooltip("If true, the panel fadeUI fades in (increasing alpha). If false, no fading. Mutually exclusive with fadeIn")]
public bool fadeIn;
[Tooltip("If true, the panel fadeUI fades out (decreasing alpha). If false, no fading")]
[Tooltip("If true, the panel fadeUI fades out (decreasing alpha). If false, no fading. Mutually exclusive with fadeIn")]
public bool fadeOut;
[Tooltip("The alpha value of the UI that is faded")]
[Tooltip("The alpha value of the UI that is faded. Between 0 and 1 inclusive.")]
public float alphaValue;
[SerializeField]
@ -29,10 +26,18 @@ namespace SHADE_Scripting.UI
private Renderable fadeR;
public static SceneFadeInOut Instance { get; private set; }
protected override void awake()
{
fadeR = fadeUI.GetComponent<Renderable>();
alphaValue = fadeR.Material.GetProperty<float>("data.alpha");
if (Instance != null && Instance != this)
RemoveScript<SceneFadeInOut>();
else
Instance = this;
fadeR = GameObject.GetComponent<Renderable>();
fadeR.Material.SetProperty<float>("data.alpha", alphaValue);
//alphaValue = fadeR.Material.GetProperty<float>("data.alpha");
}
protected override void start()
@ -46,12 +51,14 @@ namespace SHADE_Scripting.UI
{
if (fadeIn) //fading in
{
fadeOut = false;
alphaValue += fadeInRate * Time.DeltaTimeF;
if (alphaValue >= 1.0f) alphaValue = 1.0f;
}
if (fadeOut) //fading out
{
fadeIn = false;
alphaValue -= fadeOutRate * Time.DeltaTimeF;
if (alphaValue <= 0.0f) alphaValue = 0.0f;
}
@ -59,5 +66,12 @@ namespace SHADE_Scripting.UI
fadeR.Material.SetProperty<float>("data.alpha", alphaValue);
}
}
protected override void onDestroy()
{
if (Instance == this)
Instance = null;
}
}
}