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Unity で FadeIn, FadeOut をつけてみる

記事内にアフィリエイトリンクを含む場合があります

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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