105 lines
1.7 KiB
C#
105 lines
1.7 KiB
C#
|
|
using UnityEngine;
|
|||
|
|
using System.Collections;
|
|||
|
|
|
|||
|
|
public class fadeObject : MonoBehaviour
|
|||
|
|
{
|
|||
|
|
[Header ("Main Settings")]
|
|||
|
|
[Space]
|
|||
|
|
|
|||
|
|
public bool vanishEnabled = true;
|
|||
|
|
|
|||
|
|
public float vanishSpeed;
|
|||
|
|
public Renderer meshRenderer;
|
|||
|
|
|
|||
|
|
[Space]
|
|||
|
|
|
|||
|
|
public bool vanishAtOnce;
|
|||
|
|
public float delayToVanishAtOnce;
|
|||
|
|
|
|||
|
|
[Space]
|
|||
|
|
|
|||
|
|
public bool sendObjectToPoolSystemToDisable;
|
|||
|
|
|
|||
|
|
|
|||
|
|
Color originalColor;
|
|||
|
|
|
|||
|
|
bool originalColorStored;
|
|||
|
|
|
|||
|
|
|
|||
|
|
public void activeVanish (float newSpeed)
|
|||
|
|
{
|
|||
|
|
if (!vanishEnabled) {
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (meshRenderer == null) {
|
|||
|
|
meshRenderer = GetComponentInChildren<Renderer> ();
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (meshRenderer == null) {
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (newSpeed > 0) {
|
|||
|
|
vanishSpeed = newSpeed;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (sendObjectToPoolSystemToDisable) {
|
|||
|
|
if (originalColorStored) {
|
|||
|
|
meshRenderer.material.color = originalColor;
|
|||
|
|
} else {
|
|||
|
|
originalColor = meshRenderer.material.color;
|
|||
|
|
|
|||
|
|
originalColorStored = true;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (!gameObject.activeSelf) {
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (!gameObject.activeInHierarchy) {
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
StartCoroutine (changeColorCoroutine ());
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
IEnumerator changeColorCoroutine ()
|
|||
|
|
{
|
|||
|
|
if (vanishAtOnce) {
|
|||
|
|
|
|||
|
|
WaitForSeconds delay = new WaitForSeconds (delayToVanishAtOnce);
|
|||
|
|
|
|||
|
|
yield return delay;
|
|||
|
|
|
|||
|
|
if (!sendObjectToPoolSystemToDisable) {
|
|||
|
|
Destroy (gameObject);
|
|||
|
|
}
|
|||
|
|
} else {
|
|||
|
|
if (meshRenderer != null) {
|
|||
|
|
Color alpha = meshRenderer.material.color;
|
|||
|
|
|
|||
|
|
while (alpha.a > 0) {
|
|||
|
|
alpha.a -= Time.deltaTime * vanishSpeed;
|
|||
|
|
|
|||
|
|
meshRenderer.material.color = alpha;
|
|||
|
|
|
|||
|
|
if (alpha.a <= 0) {
|
|||
|
|
if (!sendObjectToPoolSystemToDisable) {
|
|||
|
|
Destroy (gameObject);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
yield return null;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (sendObjectToPoolSystemToDisable) {
|
|||
|
|
GKC_PoolingSystem.Despawn (gameObject);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|