An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Fades the camera out and in again at a position specified by a View object.
/// </summary>
[CommandInfo("Camera",
"Fade To View",
"Fades the camera out and in again at a position specified by a View object.")]
[AddComponentMenu("")]
public class FadeToView : Command
{
[Tooltip("Time for fade effect to complete")]
[SerializeField] protected float duration = 1f;
[Tooltip("Fade from fully visible to opaque at start of fade")]
[SerializeField] protected bool fadeOut = true;
[Tooltip("View to transition to when Fade is complete")]
[SerializeField] protected View targetView;
public virtual View TargetView { get { return targetView; } }
[Tooltip("Wait until the fade has finished before executing next command")]
[SerializeField] protected bool waitUntilFinished = true;
[Tooltip("Color to render fullscreen fade texture with when screen is obscured.")]
[SerializeField] protected Color fadeColor = Color.black;
[Tooltip("Optional texture to use when rendering the fullscreen fade effect.")]
[SerializeField] protected Texture2D fadeTexture;
[Tooltip("Camera to use for the fade. Will use main camera if set to none.")]
[SerializeField] protected Camera targetCamera;
protected virtual void AcquireCamera()
{
if (targetCamera != null)
{
return;
}
targetCamera = Camera.main;
if (targetCamera == null)
{
targetCamera = GameObject.FindObjectOfType<Camera>();
}
}
public virtual void Start()
{
AcquireCamera();
}
public override void OnEnter()
{
AcquireCamera();
if (targetCamera == null ||
targetView == null)
{
Continue();
return;
}
ICameraController cameraController = CameraController.GetInstance();
if (fadeTexture)
{
cameraController.ScreenFadeTexture = fadeTexture;
}
else
{
cameraController.ScreenFadeTexture = CameraController.CreateColorTexture(fadeColor, 32, 32);
}
cameraController.FadeToView(targetCamera, targetView, duration, fadeOut, delegate {
if (waitUntilFinished)
{
Continue();
}
});
if (!waitUntilFinished)
{
Continue();
}
}
public override void OnStopExecuting()
{
CameraController.GetInstance().Stop();
}
public override string GetSummary()
{
if (targetView == null)
{
return "Error: No view selected";
}
else
{
return targetView.name;
}
}
public override Color GetButtonColor()
{
return new Color32(216, 228, 170, 255);
}
}
}