An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System;
using System.Collections;
namespace Fungus
{
/**
* Transitions a sprite from its current color to a target color.
* An offset can be applied to slide the sprite in while changing color.
*/
[RequireComponent (typeof (SpriteRenderer))]
public class SpriteFader : MonoBehaviour
{
protected float fadeDuration;
protected float fadeTimer;
protected Color startColor;
protected Color endColor;
protected Vector2 slideOffset;
protected Vector3 endPosition;
protected SpriteRenderer spriteRenderer;
protected Action onFadeComplete;
/**
* Attaches a SpriteFader component to a sprite object to transition its color over time.
*/
public static void FadeSprite(SpriteRenderer spriteRenderer, Color targetColor, float duration, Vector2 slideOffset, Action onComplete = null)
{
if (spriteRenderer == null)
{
Debug.LogError("Sprite renderer must not be null");
return;
}
// Fade child sprite renderers
SpriteRenderer[] children = spriteRenderer.gameObject.GetComponentsInChildren<SpriteRenderer>();
foreach (SpriteRenderer child in children)
{
if (child == spriteRenderer)
{
continue;
}
FadeSprite(child, targetColor, duration, slideOffset);
}
// Destroy any existing fader component
SpriteFader oldSpriteFader = spriteRenderer.GetComponent<SpriteFader>();
if (oldSpriteFader != null)
{
Destroy(oldSpriteFader);
}
// Early out if duration is zero
if (duration == 0f)
{
spriteRenderer.color = targetColor;
if (onComplete != null)
{
onComplete();
}
return;
}
// Set up color transition to be applied during update
SpriteFader spriteFader = spriteRenderer.gameObject.AddComponent<SpriteFader>();
spriteFader.fadeDuration = duration;
spriteFader.startColor = spriteRenderer.color;
spriteFader.endColor = targetColor;
spriteFader.endPosition = spriteRenderer.transform.position;
spriteFader.slideOffset = slideOffset;
spriteFader.onFadeComplete = onComplete;
}
protected virtual void Start()
{
spriteRenderer = GetComponent<Renderer>() as SpriteRenderer;
}
protected virtual void Update()
{
fadeTimer += Time.deltaTime;
if (fadeTimer > fadeDuration)
{
// Snap to final values
spriteRenderer.color = endColor;
if (slideOffset.magnitude > 0)
{
transform.position = endPosition;
}
// Remove this component when transition is complete
Destroy(this);
if (onFadeComplete != null)
{
onFadeComplete();
}
}
else
{
float t = Mathf.SmoothStep(0, 1, fadeTimer / fadeDuration);
spriteRenderer.color = Color.Lerp(startColor, endColor, t);
if (slideOffset.magnitude > 0)
{
Vector3 startPosition = endPosition;
startPosition.x += slideOffset.x;
startPosition.y += slideOffset.y;
transform.position = Vector3.Lerp(startPosition, endPosition, t);
}
}
}
}
}