133 lines
3.1 KiB
C#
133 lines
3.1 KiB
C#
using SHADE;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SHADE_Scripting.UI
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{
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public class SceneFadeInOut : Script
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{
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//[Tooltip("If true, the panel fadeUI fades in (increasing alpha). If false, no fading. Mutually exclusive with fadeIn")]
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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")]
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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;
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[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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{
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if (Instance != null && Instance != this)
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RemoveScript<SceneFadeInOut>();
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else
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Instance = this;
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fadeR = GameObject.GetComponent<Renderable>();
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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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}
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protected override void start()
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{
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}
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protected override void update()
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{
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if (fadeR != null)
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{
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if (fadeIn) //fading in
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{
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fadeOut = false;
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if (fadeInTime == 0.0f)
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{
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alphaValue = 1.0f;
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}
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else
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{
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alphaValue += (1.0f / fadeInTime) * Time.DeltaTimeF;
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}
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if (alphaValue >= 1.0f)
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{
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alphaValue = 1.0f;
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//GameObject.Parent.SetActive(false);
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}
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}
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if (fadeOut) //fading out
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{
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fadeIn = false;
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if (fadeOutTime == 0.0f)
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{
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alphaValue = 0.0f;
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}
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else
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{
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alphaValue -= (1.0f / fadeOutTime) * Time.DeltaTimeF;
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}
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if (alphaValue <= 0.0f)
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{
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alphaValue = 0.0f;
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//This line is to be added so that (because the fade in and out item is usually the front-most UI element)
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//the fade in and out UI element does not block functionality of other UI elements
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GameObject.Parent.SetActive(false);
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}
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}
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fadeR.Material.SetProperty<float>("data.alpha", alphaValue);
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}
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}
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protected override void onDestroy()
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{
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if (Instance == this)
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Instance = null;
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}
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public void CallFadeIn()
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{
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fadeIn = true;
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fadeOut = false;
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GameObject.Parent.SetActive(true);
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}
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public void CallFadeOut()
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{
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fadeOut = true;
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fadeIn = false;
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GameObject.Parent.SetActive(true);
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}
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public void CallFadeStop()
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{
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fadeOut = false;
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fadeIn = false;
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GameObject.Parent.SetActive(false);
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}
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public bool FadeOutFinished()
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{
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return (alphaValue <= 0.0f);
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}
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public bool FadeInFinished()
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{
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return (alphaValue >= 1.0f);
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}
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}
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}
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