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