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