画面切り替えの際にフェードイン/アウトをしたくなったので調べたら Unify Community Wiki にあったので試してみた。
FadeInOut - Unify Community Wiki
各言語毎にスクリプトが記載してあるが OnGUI メソッド内で Label もしくは Texture を表示している事は共通のようだ。
自分が利用したのはページ中ほどにある Another Fade Script in C#, Extended Singleton というやつ。C# で書いてあるし引数にコールバックを取れるのが便利だ。
スクリプトをコピーして plugins 下に CameraFade という名前で保存しよう。
using UnityEngine;
using System;
public class CameraFade : MonoBehaviour
{
private static CameraFade mInstance = null;
private static CameraFade instance {
get {
if( mInstance == null ) {
mInstance = GameObject.FindObjectOfType(typeof(CameraFade)) as CameraFade;
if( mInstance == null ) {
mInstance = new GameObject("CameraFade").AddComponent<CameraFade>();
}
}
return mInstance;
}
}
void Awake() {
if( mInstance == null ) {
mInstance = this as CameraFade;
instance.init();
}
}
public GUIStyle m_BackgroundStyle = new GUIStyle(); // Style for background tiling
public Texture2D m_FadeTexture; // 1x1 pixel texture used for fading
public Color m_CurrentScreenOverlayColor = new Color(0,0,0,0); // default starting color: black and fully transparrent
public Color m_TargetScreenOverlayColor = new Color(0,0,0,0); // default target color: black and fully transparrent
public Color m_DeltaColor = new Color(0,0,0,0); // the delta-color is basically the "speed / second" at which the current color should change
public int m_FadeGUIDepth = -1000; // make sure this texture is drawn on top of everything
public float m_FadeDelay = 0;
public Action m_OnFadeFinish = null;
// Initialize the texture, background-style and initial color:
public void init() {
instance.m_FadeTexture = new Texture2D(1, 1);
instance.m_BackgroundStyle.normal.background = instance.m_FadeTexture;
}
// Draw the texture and perform the fade:
void OnGUI() {
// If delay is over...
if( Time.time > instance.m_FadeDelay ) {
// If the current color of the screen is not equal to the desired color: keep fading!
if (instance.m_CurrentScreenOverlayColor != instance.m_TargetScreenOverlayColor) {
// If the difference between the current alpha and the desired alpha is smaller than delta-alpha * deltaTime, then we're pretty much done fading:
if (Mathf.Abs(instance.m_CurrentScreenOverlayColor.a - instance.m_TargetScreenOverlayColor.a) < Mathf.Abs(instance.m_DeltaColor.a) * Time.deltaTime) {
instance.m_CurrentScreenOverlayColor = instance.m_TargetScreenOverlayColor;
SetScreenOverlayColor(instance.m_CurrentScreenOverlayColor);
instance.m_DeltaColor = new Color( 0,0,0,0 );
if( instance.m_OnFadeFinish != null )
instance.m_OnFadeFinish();
Die();
} else {
// Fade!
SetScreenOverlayColor(instance.m_CurrentScreenOverlayColor + instance.m_DeltaColor * Time.deltaTime);
}
}
}
// Only draw the texture when the alpha value is greater than 0:
if (m_CurrentScreenOverlayColor.a > 0) {
GUI.depth = instance.m_FadeGUIDepth;
GUI.Label(new Rect(-10, -10, Screen.width + 10, Screen.height + 10), instance.m_FadeTexture, instance.m_BackgroundStyle);
}
}
/// <summary>
/// Sets the color of the screen overlay instantly. Useful to start a fade.
/// </summary>
/// <param name='newScreenOverlayColor'>
/// New screen overlay color.
/// </param>
private static void SetScreenOverlayColor(Color newScreenOverlayColor) {
instance.m_CurrentScreenOverlayColor = newScreenOverlayColor;
instance.m_FadeTexture.SetPixel(0, 0, instance.m_CurrentScreenOverlayColor);
instance.m_FadeTexture.Apply();
}
/// <summary>
/// Starts the fade from color newScreenOverlayColor. If isFadeIn, start fully opaque, else start transparent.
/// </summary>
/// <param name='newScreenOverlayColor'>
/// Target screen overlay Color.
/// </param>
/// <param name='fadeDuration'>
/// Fade duration.
/// </param>
public static void StartAlphaFade(Color newScreenOverlayColor, bool isFadeIn, float fadeDuration ) {
if (fadeDuration <= 0.0f) {
SetScreenOverlayColor(newScreenOverlayColor);
} else {
if( isFadeIn ) {
instance.m_TargetScreenOverlayColor = new Color( newScreenOverlayColor.r, newScreenOverlayColor.g, newScreenOverlayColor.b, 0 );
SetScreenOverlayColor( newScreenOverlayColor );
} else {
instance.m_TargetScreenOverlayColor = newScreenOverlayColor;
SetScreenOverlayColor( new Color( newScreenOverlayColor.r, newScreenOverlayColor.g, newScreenOverlayColor.b, 0 ) );
}
instance.m_DeltaColor = (instance.m_TargetScreenOverlayColor - instance.m_CurrentScreenOverlayColor) / fadeDuration;
}
}
/// <summary>
/// Starts the fade from color newScreenOverlayColor. If isFadeIn, start fully opaque, else start transparent, after a delay.
/// </summary>
/// <param name='newScreenOverlayColor'>
/// New screen overlay color.
/// </param>
/// <param name='fadeDuration'>
/// Fade duration.
/// </param>
/// <param name='fadeDelay'>
/// Fade delay.
/// </param>
public static void StartAlphaFade(Color newScreenOverlayColor, bool isFadeIn, float fadeDuration, float fadeDelay ) {
if (fadeDuration <= 0.0f) {
SetScreenOverlayColor(newScreenOverlayColor);
} else {
instance.m_FadeDelay = Time.time + fadeDelay;
if( isFadeIn ) {
instance.m_TargetScreenOverlayColor = new Color( newScreenOverlayColor.r, newScreenOverlayColor.g, newScreenOverlayColor.b, 0 );
SetScreenOverlayColor( newScreenOverlayColor );
} else {
instance.m_TargetScreenOverlayColor = newScreenOverlayColor;
SetScreenOverlayColor( new Color( newScreenOverlayColor.r, newScreenOverlayColor.g, newScreenOverlayColor.b, 0 ) );
}
instance.m_DeltaColor = (instance.m_TargetScreenOverlayColor - instance.m_CurrentScreenOverlayColor) / fadeDuration;
}
}
/// <summary>
/// Starts the fade from color newScreenOverlayColor. If isFadeIn, start fully opaque, else start transparent, after a delay, with Action OnFadeFinish.
/// </summary>
/// <param name='newScreenOverlayColor'>
/// New screen overlay color.
/// </param>
/// <param name='fadeDuration'>
/// Fade duration.
/// </param>
/// <param name='fadeDelay'>
/// Fade delay.
/// </param>
/// <param name='OnFadeFinish'>
/// On fade finish, doWork().
/// </param>
public static void StartAlphaFade(Color newScreenOverlayColor, bool isFadeIn, float fadeDuration, float fadeDelay, Action OnFadeFinish ) {
if (fadeDuration <= 0.0f) {
SetScreenOverlayColor(newScreenOverlayColor);
} else {
instance.m_OnFadeFinish = OnFadeFinish;
instance.m_FadeDelay = Time.time + fadeDelay;
if( isFadeIn ) {
instance.m_TargetScreenOverlayColor = new Color( newScreenOverlayColor.r, newScreenOverlayColor.g, newScreenOverlayColor.b, 0 );
SetScreenOverlayColor( newScreenOverlayColor );
} else {
instance.m_TargetScreenOverlayColor = newScreenOverlayColor;
SetScreenOverlayColor( new Color( newScreenOverlayColor.r, newScreenOverlayColor.g, newScreenOverlayColor.b, 0 ) );
}
instance.m_DeltaColor = (instance.m_TargetScreenOverlayColor - instance.m_CurrentScreenOverlayColor) / fadeDuration;
}
}
void Die() {
mInstance = null;
Destroy(gameObject);
}
void OnApplicationQuit() {
mInstance = null;
}
}
これを利用するには以下のように書く。
public class main : MonoBehaviour {
void Start() {
// 1秒後に1秒かけて白色でフェードイン
CameraFade.StartAlphaFade(Color.white, true, 1f, 1f);
// 1秒かけてフェードアウト, 終わったら LoadLevel
CameraFade.StartAlphaFade(Color.white, false, 1f, 0f, () => { Application.LoadLevel("hoge"); });
}
}
手軽に扱えて良いです。
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