198 lines
6.0 KiB
C#
198 lines
6.0 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.SceneManagement;
|
|
using UnityEngine.UI;
|
|
|
|
namespace BNG {
|
|
public class ScreenFader : MonoBehaviour {
|
|
|
|
[Tooltip("Should the screen fade in when a new level is loaded")]
|
|
public bool FadeOnSceneLoaded = true;
|
|
|
|
[Tooltip("Color of the fade. Alpha will be modified when fading in / out")]
|
|
public Color FadeColor = Color.black;
|
|
|
|
[Tooltip("How fast to fade in / out")]
|
|
public float FadeInSpeed = 6f;
|
|
|
|
public float FadeOutSpeed = 6f;
|
|
|
|
[Tooltip("Wait X seconds before fading scene in")]
|
|
public float SceneFadeInDelay = 1f;
|
|
|
|
GameObject fadeObject;
|
|
RectTransform fadeObjectRect;
|
|
Canvas fadeCanvas;
|
|
CanvasGroup canvasGroup;
|
|
Image fadeImage;
|
|
IEnumerator fadeRoutine;
|
|
string faderName = "ScreenFader";
|
|
|
|
|
|
void Awake() {
|
|
initialize();
|
|
}
|
|
|
|
protected virtual void initialize() {
|
|
// Create a Canvas that will be placed directly over the camera
|
|
if (fadeObject == null) {
|
|
Canvas childCanvas = GetComponentInChildren<Canvas>();
|
|
|
|
// Found existing item, no need to initialize this one
|
|
if (childCanvas != null && childCanvas.transform.name == faderName) {
|
|
GameObject.Destroy(this.gameObject);
|
|
return;
|
|
}
|
|
fadeObject = new GameObject();
|
|
fadeObject.transform.parent = Camera.main.transform;
|
|
fadeObject.transform.localPosition = new Vector3(0, 0, 0.03f);
|
|
fadeObject.transform.localEulerAngles = Vector3.zero;
|
|
fadeObject.transform.name = faderName;
|
|
|
|
fadeCanvas = fadeObject.AddComponent<Canvas>();
|
|
fadeCanvas.renderMode = RenderMode.WorldSpace;
|
|
fadeCanvas.sortingOrder = 100; // Make sure the canvas renders on top
|
|
|
|
canvasGroup = fadeObject.AddComponent<CanvasGroup>();
|
|
canvasGroup.interactable = false;
|
|
|
|
fadeImage = fadeObject.AddComponent<Image>();
|
|
fadeImage.color = FadeColor;
|
|
fadeImage.raycastTarget = false;
|
|
|
|
// Stretch the image
|
|
fadeObjectRect = fadeObject.GetComponent<RectTransform>();
|
|
fadeObjectRect.anchorMin = new Vector2(1, 0);
|
|
fadeObjectRect.anchorMax = new Vector2(0, 1);
|
|
fadeObjectRect.pivot = new Vector2(0.5f, 0.5f);
|
|
fadeObjectRect.sizeDelta = new Vector2(0.2f, 0.2f);
|
|
fadeObjectRect.localScale = new Vector2(2f, 2f);
|
|
|
|
}
|
|
}
|
|
|
|
void OnEnable() {
|
|
SceneManager.sceneLoaded += OnSceneLoaded;
|
|
}
|
|
|
|
void OnDisable() {
|
|
SceneManager.sceneLoaded -= OnSceneLoaded;
|
|
}
|
|
|
|
void OnSceneLoaded(Scene scene, LoadSceneMode mode) {
|
|
|
|
if (FadeOnSceneLoaded && fadeObject != null) {
|
|
// Start screen at fade
|
|
updateImageAlpha(FadeColor.a);
|
|
|
|
StartCoroutine(fadeOutWithDelay(SceneFadeInDelay));
|
|
}
|
|
}
|
|
|
|
IEnumerator fadeOutWithDelay(float delaySeconds) {
|
|
yield return new WaitForSeconds(delaySeconds);
|
|
|
|
DoFadeOut();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fade from transparent to solid color
|
|
/// </summary>
|
|
public virtual void DoFadeIn() {
|
|
|
|
// Stop if currently running
|
|
if (fadeRoutine != null) {
|
|
StopCoroutine(fadeRoutine);
|
|
}
|
|
|
|
// Do the fade routine
|
|
if (canvasGroup != null) {
|
|
fadeRoutine = doFade(canvasGroup.alpha, 1);
|
|
StartCoroutine(fadeRoutine);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fade from solid color to transparent
|
|
/// </summary>
|
|
public virtual void DoFadeOut() {
|
|
if (fadeRoutine != null) {
|
|
StopCoroutine(fadeRoutine);
|
|
}
|
|
|
|
fadeRoutine = doFade(canvasGroup.alpha, 0);
|
|
StartCoroutine(fadeRoutine);
|
|
}
|
|
|
|
public virtual void SetFadeLevel(float fadeLevel) {
|
|
if (fadeRoutine != null) {
|
|
StopCoroutine(fadeRoutine);
|
|
// Debug.Log("----- Stopped Routine");
|
|
}
|
|
|
|
// No Canvas available to fade
|
|
if (canvasGroup == null) {
|
|
return;
|
|
}
|
|
|
|
fadeRoutine = doFade(canvasGroup.alpha, fadeLevel);
|
|
StartCoroutine(fadeRoutine);
|
|
}
|
|
|
|
IEnumerator doFade(float alphaFrom, float alphaTo) {
|
|
|
|
float alpha = alphaFrom;
|
|
|
|
updateImageAlpha(alpha);
|
|
|
|
while (alpha != alphaTo) {
|
|
|
|
if (alphaFrom < alphaTo) {
|
|
alpha += Time.deltaTime * FadeInSpeed;
|
|
if (alpha > alphaTo) {
|
|
alpha = alphaTo;
|
|
}
|
|
}
|
|
else {
|
|
alpha -= Time.deltaTime * FadeOutSpeed;
|
|
if (alpha < alphaTo) {
|
|
alpha = alphaTo;
|
|
}
|
|
}
|
|
|
|
updateImageAlpha(alpha);
|
|
|
|
yield return new WaitForEndOfFrame();
|
|
}
|
|
|
|
yield return new WaitForEndOfFrame();
|
|
|
|
// Ensure alpha is always applied
|
|
updateImageAlpha(alphaTo);
|
|
}
|
|
|
|
protected virtual void updateImageAlpha(float alphaValue) {
|
|
|
|
// Canvas Group was Destroyed.
|
|
if (canvasGroup == null) {
|
|
return;
|
|
}
|
|
|
|
// Enable canvas if necessary
|
|
if (!canvasGroup.gameObject.activeSelf) {
|
|
canvasGroup.gameObject.SetActive(true);
|
|
}
|
|
|
|
canvasGroup.alpha = alphaValue;
|
|
|
|
// Disable Canvas if we're done
|
|
if (alphaValue == 0 && canvasGroup.gameObject.activeSelf) {
|
|
canvasGroup.gameObject.SetActive(false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|