/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software or * otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #if UNITY_2017_2_OR_NEWER #define HAS_VECTOR_INT #endif using System.Collections; using UnityEngine; using UnityEngine.Events; namespace Spine.Unity.Examples { public class RenderTextureFadeoutExample : MonoBehaviour { public SkeletonRenderTextureFadeout renderTextureFadeout; public SkeletonRenderTextureFadeout renderTextureFadeoutCanvas; public SkeletonRenderer normalSkeletonRenderer; float fadeoutSeconds = 2.0f; float fadeoutSecondsRemaining; IEnumerator Start () { while (true) { StartFadeoutBad(); StartFadeoutGood(renderTextureFadeout); StartFadeoutGood(renderTextureFadeoutCanvas); yield return new WaitForSeconds(fadeoutSeconds + 1.0f); } } void Update () { UpdateBadFadeOutAlpha(); } void UpdateBadFadeOutAlpha () { if (fadeoutSecondsRemaining == 0) return; fadeoutSecondsRemaining -= Time.deltaTime; if (fadeoutSecondsRemaining <= 0) { fadeoutSecondsRemaining = 0; return; } float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds; // changing transparency at a MeshRenderer does not yield the desired effect // due to overlapping attachment meshes. normalSkeletonRenderer.Skeleton.SetColor(new Color(1, 1, 1, fadeoutAlpha)); } void StartFadeoutBad () { fadeoutSecondsRemaining = fadeoutSeconds; } void StartFadeoutGood (SkeletonRenderTextureFadeout fadeoutComponent) { fadeoutComponent.gameObject.SetActive(true); // enabling the SkeletonRenderTextureFadeout component starts the fadeout. fadeoutComponent.enabled = true; fadeoutComponent.OnFadeoutComplete -= DisableGameObject; fadeoutComponent.OnFadeoutComplete += DisableGameObject; } void DisableGameObject (SkeletonRenderTextureFadeout target) { target.gameObject.SetActive(false); } } }