/****************************************************************************** * 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_2019_3_OR_NEWER #define HAS_FORCE_RENDER_OFF #endif #if UNITY_2017_2_OR_NEWER #define HAS_VECTOR_INT #endif using UnityEngine; namespace Spine.Unity.Examples { /// /// A simple fadeout component that uses a for transparency fadeout. /// Attach a and this component to a skeleton GameObject and disable both /// components initially and keep them disabled during normal gameplay. When you need to start fadeout, /// enable this component. /// At the end of the fadeout, the event delegate OnFadeoutComplete is called, to which you can bind e.g. /// a method that disables or destroys the entire GameObject. /// [RequireComponent(typeof(SkeletonRenderTextureBase))] public class SkeletonRenderTextureFadeout : MonoBehaviour { SkeletonRenderTextureBase skeletonRenderTexture; public float fadeoutSeconds = 2.0f; protected float fadeoutSecondsRemaining; public delegate void FadeoutCallback (SkeletonRenderTextureFadeout skeleton); public event FadeoutCallback OnFadeoutComplete; protected void Awake () { skeletonRenderTexture = this.GetComponent(); } protected void OnEnable () { fadeoutSecondsRemaining = fadeoutSeconds; skeletonRenderTexture.enabled = true; } protected void Update () { if (fadeoutSecondsRemaining == 0) return; fadeoutSecondsRemaining -= Time.deltaTime; if (fadeoutSecondsRemaining <= 0) { fadeoutSecondsRemaining = 0; if (OnFadeoutComplete != null) OnFadeoutComplete(this); return; } float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds; #if HAS_VECTOR_INT skeletonRenderTexture.color.a = fadeoutAlpha; #else Debug.LogError("The SkeletonRenderTexture component requires Unity 2017.2 or newer."); #endif } } }