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- /******************************************************************************
- * 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_2017_2_OR_NEWER
- #define HAS_VECTOR_INT
- #endif
- using System.Collections;
- using UnityEngine;
- using UnityEngine.Events;
- namespace Spine.Unity.Examples {
- public class RenderTextureFadeoutExample : MonoBehaviour {
- public SkeletonRenderTextureFadeout renderTextureFadeout;
- public SkeletonRenderer normalSkeletonRenderer;
- float fadeoutSeconds = 2.0f;
- float fadeoutSecondsRemaining;
- IEnumerator Start () {
- while (true) {
- StartFadeoutBad();
- StartFadeoutGood();
- yield return new WaitForSeconds(5.0f);
- }
- }
- void Update () {
- UpdateBadFadeOutAlpha();
- }
- void UpdateBadFadeOutAlpha () {
- if (fadeoutSecondsRemaining == 0)
- return;
- fadeoutSecondsRemaining -= Time.deltaTime;
- if (fadeoutSecondsRemaining <= 0) {
- fadeoutSecondsRemaining = 0;
- return;
- }
- float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds;
- // changing transparency at a MeshRenderer does not yield the desired effect
- // due to overlapping attachment meshes.
- normalSkeletonRenderer.Skeleton.SetColor(new Color(1, 1, 1, fadeoutAlpha));
- }
- void StartFadeoutBad () {
- fadeoutSecondsRemaining = fadeoutSeconds;
- }
- void StartFadeoutGood () {
- renderTextureFadeout.gameObject.SetActive(true);
- // enabling the SkeletonRenderTextureFadeout component starts the fadeout.
- renderTextureFadeout.enabled = true;
- renderTextureFadeout.OnFadeoutComplete -= DisableGameObject;
- renderTextureFadeout.OnFadeoutComplete += DisableGameObject;
- }
- void DisableGameObject (SkeletonRenderTextureFadeout target) {
- target.gameObject.SetActive(false);
- }
- }
- }
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