1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 | // // Kerbal Engineer Redux // // Copyright (C) 2016 CYBUTEK // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // You should have received a copy of the GNU General Public License // along with this program. If not, see <http://www.gnu.org/licenses/>. // namespace KerbalEngineer.Unity { using System; using System.Collections; using UnityEngine; [RequireComponent(typeof(CanvasGroup))] public class CanvasGroupFader : MonoBehaviour { private CanvasGroup m_CanvasGroup; private IEnumerator m_FadeCoroutine; public bool fading { get { return m_FadeCoroutine != null; } } /// <summary> /// Fades the canvas group to a specified alpha using the supplied blocking state during fade with optional callback. /// </summary> public void FadeTo(float alpha, float duration, Action callback = null) { if (m_CanvasGroup == null) { return; } Fade(m_CanvasGroup.alpha, alpha, duration, callback); } /// <summary> /// Sets the alpha value of the canvas group. /// </summary> public void SetAlpha(float alpha) { if (m_CanvasGroup == null) { return; } alpha = Mathf.Clamp01(alpha); m_CanvasGroup.alpha = alpha; } protected virtual void Awake() { // cache components m_CanvasGroup = GetComponent<CanvasGroup>(); } /// <summary> /// Starts a fade from one alpha value to another with callback. /// </summary> private void Fade(float from, float to, float duration, Action callback) { if (m_FadeCoroutine != null) { StopCoroutine(m_FadeCoroutine); } m_FadeCoroutine = FadeCoroutine(from, to, duration, callback); StartCoroutine(m_FadeCoroutine); } /// <summary> /// Coroutine that handles the fading. /// </summary> private IEnumerator FadeCoroutine(float from, float to, float duration, Action callback) { float progress = 0.0f; while (progress <= 1.0f) { progress += Time.deltaTime / duration; SetAlpha(Mathf.Lerp(from, to, progress)); yield return null; } print(m_CanvasGroup.alpha); callback?.Invoke(); m_FadeCoroutine = null; } } } |