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Save NovaSurfer/5f14e9153e7a2a07d7c5 to your computer and use it in GitHub Desktop.
using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
using UnityEngine.SceneManagement; | |
public class ScreenFader : MonoBehaviour | |
{ | |
public Image FadeImg; | |
public float fadeSpeed = 1.5f; | |
public bool sceneStarting = true; | |
void Awake() | |
{ | |
FadeImg.rectTransform.localScale = new Vector2(Screen.width, Screen.height); | |
} | |
void Update() | |
{ | |
// If the scene is starting... | |
if (sceneStarting) | |
// ... call the StartScene function. | |
StartScene(); | |
} | |
void FadeToClear() | |
{ | |
// Lerp the colour of the image between itself and transparent. | |
FadeImg.color = Color.Lerp(FadeImg.color, Color.clear, fadeSpeed * Time.deltaTime); | |
} | |
void FadeToBlack() | |
{ | |
// Lerp the colour of the image between itself and black. | |
FadeImg.color = Color.Lerp(FadeImg.color, Color.black, fadeSpeed * Time.deltaTime); | |
} | |
void StartScene() | |
{ | |
// Fade the texture to clear. | |
FadeToClear(); | |
// If the texture is almost clear... | |
if (FadeImg.color.a <= 0.05f) | |
{ | |
// ... set the colour to clear and disable the RawImage. | |
FadeImg.color = Color.clear; | |
FadeImg.enabled = false; | |
// The scene is no longer starting. | |
sceneStarting = false; | |
} | |
} | |
public IEnumerator EndSceneRoutine(int SceneNumber) | |
{ | |
// Make sure the RawImage is enabled. | |
FadeImg.enabled = true; | |
do | |
{ | |
// Start fading towards black. | |
FadeToBlack(); | |
// If the screen is almost black... | |
if (FadeImg.color.a >= 0.95f) | |
{ | |
// ... reload the level | |
SceneManager.LoadScene(SceneNumber); | |
yield break; | |
} | |
else | |
{ | |
yield return null; | |
} | |
} while (true); | |
} | |
public void EndScene(int SceneNumber) | |
{ | |
sceneStarting = false; | |
StartCoroutine("EndSceneRoutine", SceneNumber); | |
} | |
} |
using UnityEngine; | |
using System.Collections; | |
public class LevelChanger : MonoBehaviour { | |
ScreenFader fadeScr; | |
public int SceneNumb; | |
void Awake() | |
{ | |
fadeScr = GameObject.FindObjectOfType<ScreenFader>(); | |
} | |
void OnTriggerEnter(Collider col) | |
{ | |
if (col.gameObject.tag == "Player") | |
{ | |
fadeScr.EndScene(SceneNumb); | |
} | |
} | |
} |
Hi, thanks for a script. My FadeImg object disappears from the scene right after I launch the game, but a script changes its color in the Inspector. Any idea why is it disappear? Image object is last in UI hierarchy.
do note that Application.LoadLevel(SceneNumber); has been depreciated and replaced with UnityEngine.SceneManagement.SceneManager.LoadScene(SceneNumber);
Also, adding "using UnityEngine.SceneManagement.SceneManager;" will cut this extra typing later on
Edited, thank you.
I have also noted that this can break when using prefabs of the canvas, and also seems to be costly in performance, generating serious lag. Not exactly sure why, as the image used was as low a quality as one could possibly have, and the prefab of the canvas was identical to the original.
why is it Fade fadeScr;?
The type or namespace name `Fade' could not be found. Are you missing a using directive or an assembly reference?
Woops, its for previous version
use ScreenFader fadeScr;
I changed my second comment, thank you
I think you should make "EndScene" stub method that starts a CoRoutine (EndSceneCoRoutine), this way you will be able to call EndScene from another script and the fading out will start.
As it is now, it will only decrease the curtain's darkness a little but nothing else:
I did this:
public void EndScene(int SceneNumber)
{
sceneStarting = false;
StartCoroutine("EndSceneRoutine", SceneNumber);
}
public IEnumerator EndSceneRoutine(int SceneNumber)
{
// Make sure the RawImage is enabled.
FadeImg.enabled = true;
do
{
// Start fading towards black.
FadeToBlack();
// If the screen is almost black...
if (FadeImg.color.a >= 0.95f)
{
// ... reload the level
SceneManager.LoadScene(SceneNumber);
yield break;
}
else
{
yield return null;
}
}while (true);
}
How do you create a Pull request in Gist? Is it possible?
@NovaSurfer I don't understand the following implementation code
using UnityEngine;
using System.Collections;
public class nextLevel : MonoBehaviour {
ScreenFader fadeScr;
public int SceneNumb;
void Start(){
fadeScr = GameObject.FindObjectOfType<Fade>();
}
void OnTriggerStay2D(Collider2D col){
if(col.gameObject.tag == "Player"){
fadeScr.EndScene(SceneNumb);
}
}
}
ScreenFader fadeScr;
and <Fade>
are giving me errors as well... Is there an easier way to trigger the function, say from a button?
@shaneparsons, hi check out new revision. I updated the script and added an example
hello, i'm trying to call the function EndScene(SceneNumb) from another script but it gives me an error ( NullReferenceException: Object reference not set to an instance of an object
StartMenu.StartLevel () (at Assets/Scripts/StartMenu.cs:130)
UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:153)
UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:630)
UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:765)
UnityEngine.Events.UnityEvent.Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent_0.cs:53)
UnityEngine.UI.Button.Press () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:35)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:44)
UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:52)
UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler](UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:269)
UnityEngine.EventSystems.EventSystem:Update())
can you help me please ?
Awesome stuff! But I'm curious, why do you not disable the image after the fade is over, for efficiency's sake?
Hello, thank you for asking!
Firstly:
Image
.(location in the scene is not important, the size too)
GameObject
(mine is MainCamera).Image
(Fade Img).Secondly:
You must call
EndScene()
method from another script when you need it.Example:
(This script works only with 3D, because it uses a method OnTriggerEnter)
(gameObject must have a
collider
component with enabled trigger)P.S. My english is not very good, sorry 😄