RenderTextureFadeoutExample.cs 3.3 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2022, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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  29. #if UNITY_2017_2_OR_NEWER
  30. #define HAS_VECTOR_INT
  31. #endif
  32. using System.Collections;
  33. using UnityEngine;
  34. using UnityEngine.Events;
  35. namespace Spine.Unity.Examples {
  36. public class RenderTextureFadeoutExample : MonoBehaviour {
  37. public SkeletonRenderTextureFadeout renderTextureFadeout;
  38. public SkeletonRenderer normalSkeletonRenderer;
  39. float fadeoutSeconds = 2.0f;
  40. float fadeoutSecondsRemaining;
  41. IEnumerator Start () {
  42. while (true) {
  43. StartFadeoutBad();
  44. StartFadeoutGood();
  45. yield return new WaitForSeconds(5.0f);
  46. }
  47. }
  48. void Update () {
  49. UpdateBadFadeOutAlpha();
  50. }
  51. void UpdateBadFadeOutAlpha () {
  52. if (fadeoutSecondsRemaining == 0)
  53. return;
  54. fadeoutSecondsRemaining -= Time.deltaTime;
  55. if (fadeoutSecondsRemaining <= 0) {
  56. fadeoutSecondsRemaining = 0;
  57. return;
  58. }
  59. float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds;
  60. // changing transparency at a MeshRenderer does not yield the desired effect
  61. // due to overlapping attachment meshes.
  62. normalSkeletonRenderer.Skeleton.SetColor(new Color(1, 1, 1, fadeoutAlpha));
  63. }
  64. void StartFadeoutBad () {
  65. fadeoutSecondsRemaining = fadeoutSeconds;
  66. }
  67. void StartFadeoutGood () {
  68. renderTextureFadeout.gameObject.SetActive(true);
  69. // enabling the SkeletonRenderTextureFadeout component starts the fadeout.
  70. renderTextureFadeout.enabled = true;
  71. renderTextureFadeout.OnFadeoutComplete -= DisableGameObject;
  72. renderTextureFadeout.OnFadeoutComplete += DisableGameObject;
  73. }
  74. void DisableGameObject (SkeletonRenderTextureFadeout target) {
  75. target.gameObject.SetActive(false);
  76. }
  77. }
  78. }