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ScreenFader.cs
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ScreenFader.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScreenFader : MonoBehaviour
{
public enum FadeType { FadeIn, FadeOut };
public FadeType type;
public float fadeTime = 2.0f;
public float waitTime = 1.0f; // Time to wait after fading is finished before resetting.
public bool startImmediately = true;
public bool startOnTrigger = false;
public bool resetWhenComplete = false;
public Texture imageFade;
public string playerGameObjectName = "FPSPlayer";
private float startTime;
private float currentTime;
private bool running = false;
// Use this for initialization
void Start ()
{
if (startImmediately)
{
StartFade();
}
}
// Update is called once per frame
void Update ()
{
}
void StartFade()
{
running = true;
startTime = Time.time;
}
void OnTriggerEnter(Collider other)
{
if (other.name == playerGameObjectName)
{
StartFade();
}
}
void OnGUI()
{
currentTime = Time.time;
if (running)
{
float progress = (currentTime - startTime) / fadeTime;
Color newColor = GUI.color;
if (type == FadeType.FadeIn)
{
newColor.a = Mathf.Clamp01(1 - progress);
}
else
{
newColor.a = Mathf.Clamp01(progress);
}
// This currently draws over everything in every camera.
GUI.color = newColor;
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), imageFade);
}
if (resetWhenComplete && startTime + fadeTime + waitTime <= currentTime)
{
running = false;
return;
}
}
}