4,在场景2中同样加入ui-image和代码,可以将 此设为prefab,再拖到场景二,但是要添加进入场景的fadein效果代码, usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;usingUnityEngine.UI;usingUnityEngine.SceneManagement;publicclassSceneFader:MonoBehaviour{publicImageblackimage;[SerializeField]private...
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; public enum SplashType { LoadNextLevelThenFadeOut, F...
//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.
没有内置的方法可以做到这一点,但你可以实现你自己的方法来做到这一点。从您的Button获取Image和Text组件...
public class FadeInOut : MonoBehaviour { public float fadeSpeed;//渐隐速度 private bool sceneStarting = true;//场景是否开始 private GUITexture tex;//添加GUITexture组件 void Start() { tex = this.GetComponent(); tex.pixelInset = new Rect(0, 0, Screen.width, Screen.height);//初始化,位置0...
FadeInOut.cs usingUnityEngine; usingUnityEngine.UI;//注意添加RawImage命名空间 publicclassFadeInOut:MonoBehaviour,IFadeInOut { [HideInInspector] publicboolisBlack=false;//不透明状态 [HideInInspector] publicfloatfadeSpeed=1;//透明度变化速率
FadeIn, FadeOut } publicclassFade_Control:MonoBehaviour { //设置的图片 publicImagem_Sprite; //透明值 privatefloatm_Alpha; //淡入淡出状态 privateFadeStatussm_Statuss; //效果更新的速度 publicfloatm_UpdateTime; //场景名称 publicstringm_ScenesName; ...
using UnityEngine;using UnityEngine.UI;//注意添加RawImage命名空间publicclassFadeInOut:MonoBehaviour,IFadeInOut{[HideInInspector]publicbool isBlack=false;//不透明状态[HideInInspector]publicfloat fadeSpeed=1;//透明度变化速率publicRawImage rawImage;publicRectTransform rectTransform;voidStart(){rectTransform.si...
public float fadeInTime = 2.0f; //淡出时间 public float fadeOutTime = 2.0f; /// /// bool值为True代表屏幕由白变黑 /// bool值为False代表屏幕由黑变白 /// public Action<bool> blackCompleteAction; private Color fadeInColor = new Color (0.01f, 0.01f, 0.01f, 1.0f); private Color...
// 引用"CameraMovement"脚本 private SceneFadeInOut sceneFadeInOut; // 引用"SceneFadeInOut"脚本 private LiftDoorsTracking liftDoorsTracking; // 引用"LiftDoorsTracking"脚本 private bool playerInLift; // 判断玩家是否在电梯内 private float timer; // 计时器 用于决定何时关闭内层门、何时启动电梯、何时...