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Unity3D screen fading script (using new UI)
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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); | |
} | |
} |
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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); | |
} | |
} | |
} |
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Awesome stuff! But I'm curious, why do you not disable the image after the fade is over, for efficiency's sake?