An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections;
namespace Fungus
{
// Extends sprite functionality with support for fading
[RequireComponent (typeof (SpriteRenderer))]
public class SpriteController : MonoBehaviour
{
[HideInInspector]
public bool isShown;
private float spriteAlpha;
private float fadeDuration;
private float fadeTimer;
private float startAlpha;
private float endAlpha;
private Vector3 startPosition;
private Vector3 startSlideOffset;
void Start()
{
SpriteRenderer spriteRenderer = renderer as SpriteRenderer;
spriteAlpha = spriteRenderer.color.a;
}
void Update()
{
if (fadeDuration > 0f)
{
fadeTimer += Time.deltaTime;
if (fadeTimer > fadeDuration)
{
spriteAlpha = endAlpha;
fadeDuration = 0;
}
else
{
float t = Mathf.SmoothStep(0, 1, fadeTimer / fadeDuration);
spriteAlpha = Mathf.Lerp(startAlpha, endAlpha, t);
transform.position = Vector3.Lerp(startPosition + startSlideOffset, startPosition, t);
}
}
UpdateSpriteColor();
}
void UpdateSpriteColor()
{
isShown = (spriteAlpha == 1f);
SpriteRenderer spriteRenderer = renderer as SpriteRenderer;
Color color = spriteRenderer.material.color;
color.a = spriteAlpha;
spriteRenderer.material.color = color;
SpriteRenderer[] children = gameObject.GetComponentsInChildren<SpriteRenderer>();
foreach (SpriteRenderer child in children)
{
Color childColor = child.material.color;
childColor.a = spriteAlpha;
child.material.color = childColor;
}
}
public void Fade(float targetAlpha, float duration)
{
if (duration == 0f)
{
spriteAlpha = targetAlpha;
return;
}
fadeDuration = duration;
fadeTimer = 0;
startAlpha = spriteAlpha;
endAlpha = targetAlpha;
startPosition = transform.position;
startSlideOffset = Vector3.zero;
SpriteController[] children = gameObject.GetComponentsInChildren<SpriteController>();
foreach (SpriteController child in children)
{
if (child == this)
{
continue;
}
child.Fade(targetAlpha, duration);
}
}
public void SlideFade(float targetAlpha, float duration, Vector2 slideOffset)
{
Fade(targetAlpha, duration);
if (duration > 0)
{
startSlideOffset = slideOffset;
}
}
}
}