using UnityEngine; using System; using System.Collections; namespace Fungus { [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")] public float duration = 1f; [Tooltip("Fade from fully visible to opaque at start of fade")] public bool fadeOut = true; [Tooltip("View to transition to when Fade is complete")] public View targetView; [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() { if (targetView == null) { Continue(); return; } CameraController cameraController = CameraController.GetInstance(); if (waitUntilFinished) { cameraController.waiting = true; } if (fadeTexture) { cameraController.screenFadeTexture = fadeTexture; } else { cameraController.screenFadeTexture = CameraController.CreateColorTexture(fadeColor, 32, 32); } cameraController.FadeToView(targetView, duration, fadeOut, delegate { if (waitUntilFinished) { cameraController.waiting = false; Continue(); } }); if (!waitUntilFinished) { Continue(); } } 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); } } }