2024-11-13 16:56:37 +08:00

89 lines
3.5 KiB
C#

/******************************************************************************
* 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
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*****************************************************************************/
#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 {
/// <summary>
/// A simple fadeout component that uses a <see cref="SkeletonRenderTexture"/> for transparency fadeout.
/// Attach a <see cref="SkeletonRenderTexture"/> 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 <c>OnFadeoutComplete</c> is called, to which you can bind e.g.
/// a method that disables or destroys the entire GameObject.
/// </summary>
[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<SkeletonRenderTextureBase>();
}
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
}
}
}