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FadeOutGO.cs
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FadeOutGO.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class ClassExtensionFadeOut
{
static List<GameObject> GetAllChilds(this GameObject Go)
{
List<GameObject> list = new List<GameObject>();
for (int i = 0; i < Go.transform.childCount; i++)
{
list.Add(Go.transform.GetChild(i).gameObject);
}
return list;
}
}
public class FadeOutGO : MonoBehaviour
{
public bool StartFadeOut;
public float fadeOutSpeed = 0.8f;
public bool DisableOnFadeOut = true;
public bool DestroyOnFadeOut;
public bool FadeOutPending;
Color albedoColor;
float alphaState = 1;
private void Update()
{
if (StartFadeOut == true && FadeOutPending == false)
{
FadeOutPending = true;
StartCoroutine(FadeOutCoroutine());
}
}
public IEnumerator FadeOutCoroutine()
{
Debug.Log("Started fading out...");
albedoColor.a = 0;
while (alphaState > 0.01f)
{
foreach (var child in gameObject.GetAllChilds())
{
child.GetComponent<MeshRenderer>().material.color = Color.Lerp(child.GetComponent<MeshRenderer>().material.color, albedoColor, fadeOutSpeed * Time.deltaTime);
alphaState = child.GetComponent<MeshRenderer>().material.color.a;
Debug.Log(alphaState);
}
yield return new WaitForEndOfFrame();
//Debug.Log("mpika stin while");
}
if (DestroyOnFadeOut == true)
{
Destroy(this);
}
else if (DisableOnFadeOut == true)
{
this.gameObject.SetActive(false);
}
StartFadeOut = false;
FadeOutPending = false;
}
}