103 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MyBT;
#if UNITY_EDITOR
using UnityEditor;
[CustomEditor(typeof(NamedFadeScene))]
public class NamedFadeSceneInspector : ComponentHandlerInspector
{
}
#endif
[System.Serializable]
public class NamedFadeScene : ComponentHandler
{
public override string TypeLabel()
{
return "FadeScene";
}
public override string ContentLabel()
{
UpdateComponent();
return "Black";
}
public override void UpdateComponent()
{
base.UpdateComponent();
_renderer = GetComponent<Renderer>();
if (_renderer == null)
{
Debug.LogError("Renderer component not found on this GameObject.");
return;
}
_material = _renderer.sharedMaterial;
}
public float duration = 5f;
private Renderer _renderer;
private Material _material;
public override void FadeOut(NodeState nodeState)
{
switch (nodeState)
{
case NodeState.FirstRun:
gameObject.SetActive(true);
StartCoroutine(FadeAlpha(0f, 1f));
break;
case NodeState.Running:
if (_material.color.a == 1f)
{
Task.SetSucceeded();
}
break;
case NodeState.Aborting:
break;
}
}
public override void FadeIn(NodeState nodeState)
{
switch (nodeState)
{
case NodeState.FirstRun:
StartCoroutine(FadeAlpha(1f, 0f));
break;
case NodeState.Running:
if (_material.color.a == 0f)
{
gameObject.SetActive(false);
Task.SetSucceeded();
}
break;
case NodeState.Aborting:
break;
}
}
private IEnumerator FadeAlpha(float startAlpha, float endAlpha)
{
float elapsedTime = 0f;
Color color = _material.color;
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
float alpha = Mathf.Lerp(startAlpha, endAlpha, elapsedTime / duration);
color.a = alpha;
_material.color = color;
yield return null;
}
// Ensure the final alpha value is set
color.a = endAlpha;
_material.color = color;
}
}