Created
August 4, 2015 11:10
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From http://answers.unity3d.com/questions/119918/transitions-between-changing-scenes.html change to only fade, add hook function, you need to add image in gameObject.
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using UnityEngine; | |
using UnityEngine.UI; | |
using UnityEngine.EventSystems; | |
using System.Collections; | |
using System.Reflection; | |
using System; | |
public class FadeInOut : MonoBehaviour { | |
[Serializable] | |
public class EventTrigger : UnityEngine.Events.UnityEvent {} | |
public Entry onStart = new Entry(); | |
public Entry onZeroAlpha = new Entry(); | |
public Entry onFinish = new Entry(); | |
public float fadeIn = 1.0f; | |
public float fadeOut = 1.0f; | |
public float fadeStay = 0.5f; | |
public Color fadeColor = Color.black; | |
[System.Serializable] | |
public class ToggleMobileController { | |
public bool hideOnStart = true; | |
public bool showOnFinish = true; | |
} | |
public ToggleMobileController mobileController; | |
[Serializable] | |
public class Entry { | |
public EventTrigger callback = new EventTrigger(); | |
} | |
private Image image; | |
void Awake() { | |
image = GetComponent<Image>(); | |
} | |
private void ChanageAlpha(Color aColor,float aAlpha) { | |
aColor.a = aAlpha; | |
image.color = aColor; | |
} | |
private IEnumerator Fade(float aFadeOutTime, float aFadeInTime, float aFadeStayTime, Color aColor) { | |
if (onStart.callback.GetPersistentEventCount () > 0) { | |
onStart.callback.Invoke(); | |
} | |
float t = 0.0f; | |
while (t < 1.0f) | |
{ | |
yield return new WaitForEndOfFrame(); | |
t = Mathf.Clamp01(t + Time.deltaTime / aFadeOutTime); | |
ChanageAlpha(aColor,t); | |
} | |
yield return new WaitForSeconds(aFadeStayTime / 2.0f); | |
if (onZeroAlpha.callback.GetPersistentEventCount() > 0) { | |
onZeroAlpha.callback.Invoke(); | |
} | |
yield return new WaitForSeconds(aFadeStayTime / 2.0f); | |
while (t > 0.0f) | |
{ | |
yield return new WaitForEndOfFrame(); | |
t = Mathf.Clamp01(t - Time.deltaTime / aFadeInTime); | |
ChanageAlpha(aColor,t); | |
} | |
if (onFinish.callback.GetPersistentEventCount() > 0) { | |
onFinish.callback.Invoke(); | |
} | |
} | |
private void StartFade(float aFadeOutTime, float aFadeInTime, float aFadeStayTime, Color aColor) { | |
StartCoroutine(Fade(aFadeOutTime, aFadeInTime, aFadeStayTime, aColor)); | |
} | |
public void FadeNow() { | |
StartFade(fadeOut, fadeIn, fadeStay, fadeColor); | |
} | |
} |
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