12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788 |
- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2022, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #if UNITY_2019_3_OR_NEWER
- #define HAS_FORCE_RENDER_OFF
- #endif
- #if UNITY_2017_2_OR_NEWER
- #define HAS_VECTOR_INT
- #endif
- using UnityEngine;
- namespace Spine.Unity.Examples {
- /// <summary>
- /// A simple fadeout component that uses a <see cref="SkeletonRenderTexture"/> for transparency fadeout.
- /// Attach a <see cref="SkeletonRenderTexture"/> and this component to a skeleton GameObject and disable both
- /// components initially and keep them disabled during normal gameplay. When you need to start fadeout,
- /// enable this component.
- /// At the end of the fadeout, the event delegate <c>OnFadeoutComplete</c> is called, to which you can bind e.g.
- /// a method that disables or destroys the entire GameObject.
- /// </summary>
- [RequireComponent(typeof(SkeletonRenderTexture))]
- public class SkeletonRenderTextureFadeout : MonoBehaviour {
- SkeletonRenderTexture skeletonRenderTexture;
- public float fadeoutSeconds = 2.0f;
- protected float fadeoutSecondsRemaining;
- public delegate void FadeoutCallback (SkeletonRenderTextureFadeout skeleton);
- public event FadeoutCallback OnFadeoutComplete;
- protected void Awake () {
- skeletonRenderTexture = this.GetComponent<SkeletonRenderTexture>();
- }
- protected void OnEnable () {
- fadeoutSecondsRemaining = fadeoutSeconds;
- skeletonRenderTexture.enabled = true;
- }
- protected void Update () {
- if (fadeoutSecondsRemaining == 0)
- return;
- fadeoutSecondsRemaining -= Time.deltaTime;
- if (fadeoutSecondsRemaining <= 0) {
- fadeoutSecondsRemaining = 0;
- if (OnFadeoutComplete != null)
- OnFadeoutComplete(this);
- return;
- }
- float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds;
- #if HAS_VECTOR_INT
- skeletonRenderTexture.color.a = fadeoutAlpha;
- #else
- Debug.LogError("The SkeletonRenderTexture component requires Unity 2017.2 or newer.");
- #endif
- }
- }
- }
|