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SceneTransitionAnimation.cs
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83 lines (70 loc) · 1.82 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SceneTransitionAnimation : MonoBehaviour
{
private static SceneTransitionAnimation instance;
[SerializeField]
private float countdown = 0.3f;
private IEnumerator coroutine;
private void Awake()
{
if (!instance)
instance = this;
else if (instance != this)
Destroy(gameObject);
}
private IEnumerator Start()
{
GetComponent<Image>().enabled = true;
yield return new WaitForSeconds(countdown);
FadeIn();
}
public static void PlayFadeIn()
{
if (instance)
instance.FadeIn();
}
private void FadeIn()
{
if (coroutine != null)
StopCoroutine(coroutine);
coroutine = FadeInCoroutine();
StartCoroutine(coroutine);
}
private IEnumerator FadeInCoroutine()
{
var image = GetComponent<Image>();
var color = image.color;
while (color.a > 0)
{
color.a -= Time.deltaTime / 2f;
image.color = color;
yield return null;
}
}
public static void PlayFadeOut()
{
if (instance)
instance.FadeOut();
}
private void FadeOut()
{
if (coroutine != null)
StopCoroutine(coroutine);
coroutine = FadeOutCoroutine();
StartCoroutine(coroutine);
}
private IEnumerator FadeOutCoroutine()
{
var image = GetComponent<Image>();
var color = image.color;
while (color.a < 1)
{
color.a += Time.deltaTime / 1.5f;
image.color = color;
yield return null;
}
}
}