//在bg_Sprite上添加TweenAlpha 控制渐隐效果: //在title_sprite上添加脚本 点击实现fade in fade out: FadeInAndOut OK.
1.Calling StartTrail(float timeToTweenTo,floatfadeInTime) andFadeOut(float fadeTime)will fade in andfade out the trail respectively. 调用StartTrail和FadeOut函数去实现渐显示和渐消失的效果。时间参数以1秒为一个单位。 2.Calling SetTime(float trailTime, floattimeToTweenTo,float tweenSpeed)can change...
public Texture2D splashLogo; // the logo to splash; public float fadeSpeed = 0.3f; public float waitTime = 0.5f; // seconds to wait before fading out public bool waitForInput = false; // if true, this acts as a "press any key to continue" private float timeFadingInFinished = 0.0f...
This post is designed to instruct and help anyone looking to create a screen fade in/out script in Unity3D. Posted by Deceptive_Games on May 24th, 2014 Hello, We thought we would put another little unity dev tutorial up for your viewing. This tutorial will feature how to create a simpl...
.AppendTween( fadeOut ); tweenGroup.Play(); 将一个TweenGroup实例的Mode属性设置为TweenGroupMode.Sequential指定补间应在order中的顺序,而不是所有在同一时间。当上面的示例中,tweenGroup.Play被该对象调用时fade in淡入,将移动到(25,25,0)、暂停三秒,然后fade out淡出。请注意在使用TweenGroupMode.Sequential时...
DOShakePosition(float duration, float/Vector3 strength, int vibrato, float randomness, bool fadeOut) DOShakeRotation(float duration, float/Vector3 strength, int vibrato, float randomness, bool fadeOut) Light DOColor(Color to, float duration) DOIntensity(float to, float duration) DOShadowStrength(...
FadeInOut.cs FPS_Camera.cs FPS_CrossHair.cs 游戏展示 代码 AnimatorSetup.cs using System.Collections; using System.Collections.Generic; using UnityEngine; public class AnimatorSetup { public float speedDampTime = 0.1f; //速度阻尼时间 public float angularSpeedDampTime = 0.7f; //角速度阻尼时间 ...
1.在“模板”选项卡上展开Dialogue Entries 对话记录 foldout. 折页。 单击与对话条目标题相同的行上的+以添加字段。 在标题中,输入语言代码。 设置Type 类型Localization 选择Menu → Apply Template to Assets,将更改应用于所有现有的对话项。 在Conversations选项卡上,检查对话条目节点。 将翻译添加到本地化字段...
Fade Out Shaders A nice variation of 6 Shaders , Easy to configure with many options to tweak them . Update 1.6 Modified compleatly the shaders, you can now add specular map and ambient occlussion map, with options to tweak them, metalic option in PBL version, also you the option to...
Fadeout MipMaps 纹理Mipmap随Mip层级淡化为灰色,一般不开启,只有在雾效较大时开启不影响视觉效果。 注意事项: 对于在屏幕上大小保持不变的纹理(如 2D 精灵和 UI 图形),Mip Map 不是必需的,对于与摄像机的距离会变化的 3D 模型,请保留 Mip Map为启用状态。 如果场景中的3D物体大面积地使用1/2乃至1/4、1...