FadeInOut

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Line 100: Line 100:
 
# ---------------------------------------- #
 
# ---------------------------------------- #
 
# PUBLIC FIELDS
 
# PUBLIC FIELDS
 +
 +
# Alpha start value
 +
public startAlpha as single = 1
 
 
 
# Texture used for fading
 
# Texture used for fading
Line 124: Line 127:
 
# Direction of the fade
 
# Direction of the fade
 
fadeDirection as int = -1
 
fadeDirection as int = -1
 +
 +
# Fade alpha to
 +
targetAlpha as single = 0
 +
 +
# Alpha difference
 +
alphaDifference as single = 0
 +
 +
# Style for background tiling
 +
private backgroundStyle as GUIStyle = GUIStyle()
 +
private dummyTex as Texture2D
 
 
 
# ---------------------------------------- #
 
# ---------------------------------------- #
 
# START FADE METHODS
 
# START FADE METHODS
 
 
def FadeIn(duration as single):
+
def FadeIn(duration as single, to as single):
 
# Set fade duration
 
# Set fade duration
 
currentDuration = duration
 
currentDuration = duration
# Set alpha to opaque
+
# Set target alpha
currentAlpha = 1
+
targetAlpha = to
 +
# Difference
 +
alphaDifference = Mathf.Clamp01(currentAlpha - targetAlpha)
 
# Set direction to Fade in
 
# Set direction to Fade in
 
fadeDirection = -1
 
fadeDirection = -1
 
 
 
def FadeIn():
 
def FadeIn():
FadeIn(fadeDuration)
+
FadeIn(fadeDuration, 0)
 
 
def FadeOut(duration as single):
+
def FadeIn(duration as single):
 +
FadeIn(duration, 0)
 +
 +
def FadeOut(duration as single, to as single):
 
# Set fade duration
 
# Set fade duration
 
currentDuration = duration
 
currentDuration = duration
# Set alpha to transculent
+
# Set target alpha
currentAlpha = 0
+
targetAlpha = to
 +
# Difference
 +
alphaDifference = Mathf.Clamp01(targetAlpha - currentAlpha)
 
# Set direction to fade out
 
# Set direction to fade out
 
fadeDirection = 1
 
fadeDirection = 1
 
 
 
def FadeOut():
 
def FadeOut():
FadeIn(fadeDuration)
+
FadeOut(fadeDuration, 1)
 +
 +
def FadeOut(duration as single):
 +
FadeOut(duration, 1)
 
 
 
# ---------------------------------------- #
 
# ---------------------------------------- #
 
# STATIC FADING FOR MAIN CAMERA
 
# STATIC FADING FOR MAIN CAMERA
 
 
static def FadeInMain(duration as single):
+
static def FadeInMain(duration as single, to as single):
GetInstance().FadeIn(duration)
+
GetInstance().FadeIn(duration, to)
 
 
 
static def FadeInMain():
 
static def FadeInMain():
 
GetInstance().FadeIn()
 
GetInstance().FadeIn()
 
 
static def FadeOutMain(duration as single):
+
static def FadeInMain(duration as single):
GetInstance().FadeOut(duration)
+
GetInstance().FadeIn(duration)
 +
 +
static def FadeOutMain(duration as single, to as single):
 +
GetInstance().FadeOut(duration, to)
 
 
 
static def FadeOutMain():
 
static def FadeOutMain():
 
GetInstance().FadeOut()
 
GetInstance().FadeOut()
 +
 +
static def FadeOutMain(duration as single):
 +
GetInstance().FadeOut(duration)
 
 
 
# Get script fom Camera
 
# Get script fom Camera
Line 178: Line 207:
 
 
 
def Start():
 
def Start():
 +
dummyTex = Texture2D(1,1)
 +
dummyTex.SetPixel(0,0,Color.clear)
 +
backgroundStyle.normal.background = fadeTexture
 +
currentAlpha = startAlpha
 
if fadeIntoScene:
 
if fadeIntoScene:
 
FadeIn()
 
FadeIn()
Line 187: Line 220:
 
 
 
# Fade alpha if active
 
# Fade alpha if active
if ((fadeDirection == -1 and currentAlpha > 0)
+
if ((fadeDirection == -1 and currentAlpha > targetAlpha)
 
or
 
or
(fadeDirection == 1 and currentAlpha < 1)):
+
(fadeDirection == 1 and currentAlpha < targetAlpha)):
 
# Advance fade by fraction of full fade time
 
# Advance fade by fraction of full fade time
currentAlpha += fadeDirection * (Time.deltaTime / currentDuration)
+
currentAlpha += (fadeDirection * alphaDifference) * (Time.deltaTime / currentDuration)
 
# Clamp to 0-1
 
# Clamp to 0-1
 
currentAlpha = Mathf.Clamp01(currentAlpha)
 
currentAlpha = Mathf.Clamp01(currentAlpha)
# Apply alpha
 
GUI.color.a = currentAlpha;
 
 
 
 
# Draw only if not transculent
 
# Draw only if not transculent
 
if (currentAlpha > 0):
 
if (currentAlpha > 0):
 
# Draw texture at depth
 
# Draw texture at depth
 +
GUI.color.a = currentAlpha;
 
GUI.depth = guiDepth;
 
GUI.depth = guiDepth;
GUI.DrawTexture(Rect(0, 0, Screen.width, Screen.height), fadeTexture);
+
GUI.Label(Rect(-10, -10, Screen.width + 10, Screen.height + 10), dummyTex, backgroundStyle)
 
</boo>
 
</boo>

Revision as of 11:36, 1 March 2009


Contents

JavaScript

Introduction

Author: PsychicParrot

Little script to fade an image (stretched to fit the screen, so use a 1x1 black pixel for a simple black fade in/out).

Simply apply it to your camera (or an empty GameObject), set the texture to use, set the fadeSpeed and call fadeIn() or fadeOut()

Easiest way is probably to apply this script to your main camera in the scene, then wherever you want to fade use something like:

Camera.main.SendMessage("fadeOut");

or

Camera.main.SendMessage("fadeIn");

Enjoy!

Source (FadeInOut.js)

<javascript>

// FadeInOut // //-------------------------------------------------------------------- // Public parameters //--------------------------------------------------------------------

public var fadeOutTexture : Texture2D; public var fadeSpeed = 0.3;

var drawDepth = -1000;

//-------------------------------------------------------------------- // Private variables //--------------------------------------------------------------------

private var alpha = 1.0;

private var fadeDir = -1;

//-------------------------------------------------------------------- // Runtime functions //--------------------------------------------------------------------

//--------------------------------------------------------------------

function OnGUI(){

alpha += fadeDir * fadeSpeed * Time.deltaTime; alpha = Mathf.Clamp01(alpha);

GUI.color.a = alpha;

GUI.depth = drawDepth;

GUI.DrawTexture(Rect(0, 0, Screen.width, Screen.height), fadeOutTexture); }

//--------------------------------------------------------------------

function fadeIn(){ fadeDir = -1; }

//--------------------------------------------------------------------

function fadeOut(){ fadeDir = 1; }

function Start(){ alpha=1; fadeIn(); } </javascript>

Boo

Introduction

Author: Adrian

Extended version written in Boo (put it into "Standard Assets/Scripts" to use it from within JavaScript files).

Main change is that rather than defining a fade speed you can set the duration of the fade in seconds.

Also provides methods to set the fade duration when the method is called and static methods to call the fade script on the main camera (by calling CameraFade.FadeInMain()).

Source (CameraFade.boo)

<boo>import UnityEngine

class CameraFade (MonoBehaviour):

# ---------------------------------------- # # PUBLIC FIELDS

# Alpha start value public startAlpha as single = 1

# Texture used for fading public fadeTexture as Texture2D

# Default time a fade takes in seconds public fadeDuration as single = 2

# Depth of the gui element public guiDepth as int = -1

# Fade into scene at start public fadeIntoScene as bool = true

# ---------------------------------------- # # PRIVATE FIELDS

# Current alpha of the texture currentAlpha as single = 1

# Current duration of the fade currentDuration as single

# Direction of the fade fadeDirection as int = -1

# Fade alpha to targetAlpha as single = 0

# Alpha difference alphaDifference as single = 0

# Style for background tiling private backgroundStyle as GUIStyle = GUIStyle() private dummyTex as Texture2D

# ---------------------------------------- # # START FADE METHODS

def FadeIn(duration as single, to as single): # Set fade duration currentDuration = duration # Set target alpha targetAlpha = to # Difference alphaDifference = Mathf.Clamp01(currentAlpha - targetAlpha) # Set direction to Fade in fadeDirection = -1

def FadeIn(): FadeIn(fadeDuration, 0)

def FadeIn(duration as single): FadeIn(duration, 0)

def FadeOut(duration as single, to as single): # Set fade duration currentDuration = duration # Set target alpha targetAlpha = to # Difference alphaDifference = Mathf.Clamp01(targetAlpha - currentAlpha) # Set direction to fade out fadeDirection = 1

def FadeOut(): FadeOut(fadeDuration, 1)

def FadeOut(duration as single): FadeOut(duration, 1)

# ---------------------------------------- # # STATIC FADING FOR MAIN CAMERA

static def FadeInMain(duration as single, to as single): GetInstance().FadeIn(duration, to)

static def FadeInMain(): GetInstance().FadeIn()

static def FadeInMain(duration as single): GetInstance().FadeIn(duration)

static def FadeOutMain(duration as single, to as single): GetInstance().FadeOut(duration, to)

static def FadeOutMain(): GetInstance().FadeOut()

static def FadeOutMain(duration as single): GetInstance().FadeOut(duration)

# Get script fom Camera static def GetInstance() as CameraFade: # Get Script fader as CameraFade = Camera.main.GetComponent(CameraFade) # Check if script exists if (fader == null): raise System.Exception("No CameraFade attached to the main camera.") return fader

# ---------------------------------------- # # SCENE FADEIN

def Start(): dummyTex = Texture2D(1,1) dummyTex.SetPixel(0,0,Color.clear) backgroundStyle.normal.background = fadeTexture currentAlpha = startAlpha if fadeIntoScene: FadeIn()

# ---------------------------------------- # # FADING METHOD

def OnGUI():

# Fade alpha if active if ((fadeDirection == -1 and currentAlpha > targetAlpha) or (fadeDirection == 1 and currentAlpha < targetAlpha)): # Advance fade by fraction of full fade time currentAlpha += (fadeDirection * alphaDifference) * (Time.deltaTime / currentDuration) # Clamp to 0-1 currentAlpha = Mathf.Clamp01(currentAlpha)

# Draw only if not transculent if (currentAlpha > 0): # Draw texture at depth GUI.color.a = currentAlpha; GUI.depth = guiDepth; GUI.Label(Rect(-10, -10, Screen.width + 10, Screen.height + 10), dummyTex, backgroundStyle) </boo>

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