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Copy pathFadeInGO.cs
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FadeInGO.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class ClassExtensionFadeIn
{
public static List<GameObject> GetAllChilds(this GameObject Go)
{
List<GameObject> list = new List<GameObject>();
for (int i = 0; i < Go.transform.childCount; i++)
{
list.Add(Go.transform.GetChild(i).gameObject);
}
return list;
}
}
public class FadeInGO : MonoBehaviour
{
/*
enable gameobject to start fade in
*/
public float fadeInSpeed = 0.001f;
public bool fadeInFinished;
Color albedoColor;
private float alphastate;
private void OnEnable()
{
fadeInFinished = false;
StartCoroutine(FadeInCoroutine());
}
private void OnDisable()
{
fadeInFinished = false;
}
public IEnumerator FadeInCoroutine()
{
Debug.Log("mpika stin fade");
//make every child's alpha channel to 0
foreach (var child in gameObject.GetAllChilds())
{
albedoColor = child.GetComponent<MeshRenderer>().material.color;
albedoColor.a = 0;
child.GetComponent<MeshRenderer>().material.color = albedoColor;
}
/*
albedoColor = GetComponent<MeshRenderer>().material.color;
albedoColor.a = 0;
GetComponent<MeshRenderer>().material.color = albedoColor;
*/
albedoColor.a = 255;
while (alphastate < 1)
{
foreach (var child in gameObject.GetAllChilds())
{
child.GetComponent<MeshRenderer>().material.color = Color.Lerp(child.GetComponent<MeshRenderer>().material.color, albedoColor, fadeInSpeed * Time.deltaTime);
alphastate = child.GetComponent<MeshRenderer>().material.color.a;
Debug.Log(alphastate);
}
yield return new WaitForEndOfFrame();
/*
GetComponent<MeshRenderer>().material.color = Color.Lerp(GetComponent<MeshRenderer>().material.color, albedoColor, fadeInSpeed * Time.deltaTime);
//Debug.Log("mpika stin while");
*/
}
fadeInFinished = true;
}
}