using UnityEngine; using System; using System.Collections; namespace Fungus { [CommandInfo("Camera", "Fade Screen", "Draws a fullscreen texture over the scene to give a fade effect. Setting Target Alpha to 1 will obscure the screen, alpha 0 will reveal the screen. " + "If no Fade Texture is provided then a default flat color texture is used.")] [AddComponentMenu("")] public class FadeScreen : Command { [Tooltip("Time for fade effect to complete")] public float duration = 1f; [Tooltip("Current target alpha transparency value. The fade gradually adjusts the alpha to approach this target value.")] public float targetAlpha = 1f; [Tooltip("Wait until the fade has finished before executing next command")] public bool waitUntilFinished = true; [Tooltip("Color to render fullscreen fade texture with when screen is obscured.")] public Color fadeColor = Color.black; [Tooltip("Optional texture to use when rendering the fullscreen fade effect.")] public Texture2D fadeTexture; public override void OnEnter() { CameraController cameraController = CameraController.GetInstance(); if (waitUntilFinished) { cameraController.waiting = true; } if (fadeTexture) { cameraController.screenFadeTexture = fadeTexture; } else { cameraController.screenFadeTexture = CameraController.CreateColorTexture(fadeColor, 32, 32); } cameraController.Fade(targetAlpha, duration, delegate { if (waitUntilFinished) { cameraController.waiting = false; Continue(); } }); if (!waitUntilFinished) { Continue(); } } public override string GetSummary() { return "Fade to " + targetAlpha + " over " + duration + " seconds"; } public override Color GetButtonColor() { return new Color32(216, 228, 170, 255); } } }