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;
using UnityEngine.Serialization;
namespace Fungus
{
/// <summary>
/// Fades a sprite to a target color over a period of time.
/// </summary>
[CommandInfo("Sprite",
"Fade Sprite",
"Fades a sprite to a target color over a period of time.")]
[AddComponentMenu("")]
[ExecuteInEditMode]
public class FadeSprite : Command
{
[Tooltip("Sprite object to be faded")]
[SerializeField] protected SpriteRenderer spriteRenderer;
[Tooltip("Length of time to perform the fade")]
[SerializeField] protected FloatData _duration = new FloatData(1f);
[Tooltip("Target color to fade to. To only fade transparency level, set the color to white and set the alpha to required transparency.")]
[SerializeField] protected ColorData _targetColor = new ColorData(Color.white);
[Tooltip("Wait until the fade has finished before executing the next command")]
[SerializeField] protected bool waitUntilFinished = true;
#region Public members
public override void OnEnter()
{
if (spriteRenderer == null)
{
Continue();
return;
}
SpriteFader.FadeSprite(spriteRenderer, _targetColor.Value, _duration.Value, Vector2.zero, delegate {
if (waitUntilFinished)
{
Continue();
}
});
if (!waitUntilFinished)
{
Continue();
}
}
public override string GetSummary()
{
if (spriteRenderer == null)
{
return "Error: No sprite renderer selected";
}
return spriteRenderer.name + " to " + _targetColor.Value.ToString();
}
public override Color GetButtonColor()
{
return new Color32(221, 184, 169, 255);
}
#endregion
#region Backwards compatibility
[HideInInspector] [FormerlySerializedAs("duration")] public float durationOLD;
[HideInInspector] [FormerlySerializedAs("targetColor")] public Color targetColorOLD;
protected virtual void OnEnable()
{
if (durationOLD != default(float))
{
_duration.Value = durationOLD;
durationOLD = default(float);
}
if (targetColorOLD != default(Color))
{
_targetColor.Value = targetColorOLD;
targetColorOLD = default(Color);
}
}
#endregion
}
}