Commit f5ca069a6ff7d96c4e4da6316944f67af200d73c

Authored by Mateus Lustosa
1 parent 1e2f8efb

Finishes settings fade and slide

Assets/Scenes/Main.unity
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Assets/Scripts/Player Manager/Utils.cs 0 → 100644
... ... @@ -0,0 +1,14 @@
  1 +using UnityEngine;
  2 +
  3 +namespace Utils {
  4 +
  5 + public static class Definitions {
  6 +
  7 + public static Color SetAlpha(this Color color, float alpha)
  8 + {
  9 + return new Color(color.r, color.g, color.b, alpha);
  10 + }
  11 +
  12 + }
  13 +
  14 +}
... ...
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  2 +guid: f266f4b1009c51f4fb7b314f642d068a
  3 +timeCreated: 1474777810
  4 +licenseType: Free
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  7 + defaultReferences: []
  8 + executionOrder: 0
  9 + icon: {instanceID: 0}
  10 + userData:
  11 + assetBundleName:
  12 + assetBundleVariant:
... ...
Assets/Scripts/UI/ActiveOnStart.cs 0 → 100644
... ... @@ -0,0 +1,14 @@
  1 +using UnityEngine;
  2 +using System.Collections;
  3 +
  4 +public class ActiveOnStart : MonoBehaviour {
  5 +
  6 + public GameObject[] gameObjects;
  7 +
  8 + void Start ()
  9 + {
  10 + foreach (GameObject obj in gameObjects)
  11 + obj.SetActive(true);
  12 + }
  13 +
  14 +}
... ...
Assets/Scripts/UI/ActiveOnStart.cs.meta 0 → 100644
... ... @@ -0,0 +1,12 @@
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  2 +guid: f82554c3806c65a4581001e16ff994db
  3 +timeCreated: 1474815735
  4 +licenseType: Free
  5 +MonoImporter:
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  7 + defaultReferences: []
  8 + executionOrder: 0
  9 + icon: {instanceID: 0}
  10 + userData:
  11 + assetBundleName:
  12 + assetBundleVariant:
... ...
Assets/Scripts/UI/Fadder.cs
... ... @@ -6,43 +6,74 @@ public class Fadder : MonoBehaviour {
6 6 public bool visible = true;
7 7 public float visibleAlpha = 1f;
8 8 public float hiddenAlpha = 0f;
9   - public float speed = 0.01f;
  9 + public float showingSpeed = 0.01f;
  10 + public float hiddingSpeed = 0.01f;
10 11 public bool disableWhenHidden = true;
11 12  
12   - private RawImage image;
13   - private Color color;
  13 + private CanvasRenderer mainRenderer;
  14 + private CanvasRenderer[] renderers;
  15 + private bool visibilityChange = false;
14 16  
15   - public void setVisible(bool visible)
  17 + public void fade(bool visible)
  18 + {
  19 + if (this.visible != visible)
  20 + {
  21 + this.gameObject.transform.localScale = new Vector3(1, 1, 1);
  22 + this.visible = visible;
  23 +
  24 + visibilityChange = true;
  25 + }
  26 + }
  27 +
  28 + public void set(bool visible)
16 29 {
17   - this.gameObject.SetActive(true);
18 30 this.visible = visible;
  31 +
  32 + float alpha = visible ? visibleAlpha : hiddenAlpha;
  33 +
  34 + foreach (CanvasRenderer renderer in renderers)
  35 + renderer.SetAlpha(alpha);
  36 +
  37 + updateScale();
  38 + }
  39 +
  40 + private void updateScale()
  41 + {
  42 + if (disableWhenHidden && this.mainRenderer.GetAlpha() == hiddenAlpha)
  43 + this.gameObject.transform.localScale = new Vector3(0, 0, 0);
19 44 }
20 45  
21 46 void Start ()
22 47 {
23   - image = this.gameObject.GetComponent<RawImage>();
  48 + mainRenderer = this.gameObject.GetComponent<CanvasRenderer>();
  49 + renderers = this.gameObject.GetComponentsInChildren<CanvasRenderer>();
24 50  
25   - color = image.color;
26   - color.a = visible ? visibleAlpha : hiddenAlpha;
27   -
28   - image.color = color;
29   - this.gameObject.SetActive(!disableWhenHidden || color.a != hiddenAlpha);
30   - }
  51 + hiddingSpeed = -hiddingSpeed;
  52 +
  53 + set(visible);
  54 + }
31 55  
32 56 void Update ()
33 57 {
34   - float alpha = visible ? visibleAlpha : hiddenAlpha;
35   -
36   - if (color.a != alpha)
  58 + if (visibilityChange)
37 59 {
38   - if (Mathf.Abs(color.a - alpha) < speed)
39   - color.a = alpha;
40   - else
41   - color.a += color.a < alpha ? speed : -speed;
42   - }
  60 + float objective = visible ? visibleAlpha : hiddenAlpha;
  61 + visibilityChange = false;
  62 +
  63 + foreach (CanvasRenderer renderer in renderers)
  64 + {
  65 + float alpha = renderer.GetAlpha();
43 66  
44   - image.color = color;
45   - this.gameObject.SetActive(!disableWhenHidden || color.a != hiddenAlpha);
  67 + if (alpha != objective)
  68 + {
  69 + float speed = visible ? showingSpeed : hiddingSpeed;
  70 + renderer.SetAlpha(Mathf.Abs(alpha - objective) < Mathf.Abs(speed) ? objective : alpha + speed);
  71 + visibilityChange = true;
  72 + }
  73 + }
  74 +
  75 + if (visibilityChange) updateScale();
  76 + }
46 77 }
47 78  
48 79 }
... ...