Created
February 4, 2016 18:58
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[Unity] Easy image cinematic
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using UnityEngine; | |
using System.Collections; | |
using UnityEngine.UI; | |
public class ImageCinematic : MonoBehaviour | |
{ | |
[System.Serializable] | |
private struct CinematicStep | |
{ | |
public float seconds; | |
public Sprite sprite; | |
} | |
#region inspector properties | |
[SerializeField] | |
private bool autoDestroy = true; | |
[SerializeField] | |
private Image imageA; | |
[SerializeField] | |
private Image imageB; | |
[SerializeField] | |
private CinematicStep[] cinematicSteps; | |
[SerializeField] | |
private float fadeOutSeconds = 0.7f; | |
#endregion | |
private bool finished = false; | |
private int nextCinematicStep = 0; | |
private float secondsForNextStep = -1; | |
public bool Finished { get { return finished; } } | |
public void Next() | |
{ | |
var numSteps = cinematicSteps.Length; | |
if (nextCinematicStep < numSteps) | |
{ | |
var step = cinematicSteps[nextCinematicStep]; | |
nextCinematicStep += 1; | |
imageB.sprite = imageA.sprite; | |
imageB.color = imageA.color; | |
imageA.sprite = step.sprite; | |
imageA.color = new Color(1f, 1f, 1f, 0f); | |
secondsForNextStep = step.seconds; | |
} | |
else | |
{ | |
finished = true; | |
if (autoDestroy) | |
StartCoroutine(AnimateDestroy()); | |
} | |
} | |
public void ForceFinish() | |
{ | |
finished = true; | |
StartCoroutine(AnimateDestroy()); | |
} | |
void Start() | |
{ | |
Next(); | |
} | |
void Update() | |
{ | |
if (secondsForNextStep >= 0) | |
{ | |
secondsForNextStep -= Time.deltaTime; | |
if (secondsForNextStep < 0) | |
Next(); | |
} | |
var maxDelta = (1f / fadeOutSeconds) * Time.deltaTime; | |
ImageMoveAlphaTowards(imageA, 1f, maxDelta); | |
ImageMoveAlphaTowards(imageB, 0f, maxDelta); | |
imageB.enabled = !Mathf.Approximately(imageB.color.a, 0f); | |
} | |
IEnumerator AnimateDestroy() | |
{ | |
secondsForNextStep = -1; | |
enabled = false; | |
var t = 0f; | |
var secondsElapsed = 0f; | |
var transparent = new Color(1f, 1f, 1f, 0f); | |
while (t < 1) | |
{ | |
t = secondsElapsed / fadeOutSeconds; | |
secondsElapsed += Time.deltaTime; | |
var colorA = Color.Lerp(imageA.color, transparent, t); | |
var colorB = Color.Lerp(imageB.color, transparent, t); | |
imageA.color = colorA; | |
imageB.color = colorB; | |
yield return null; | |
} | |
Destroy(gameObject); | |
} | |
private void ImageMoveAlphaTowards(Image image, float target, float maxDelta) | |
{ | |
var imageAlpha = Mathf.MoveTowards(image.color.a, target, maxDelta); | |
var imageColor = image.color; | |
imageColor.a = imageAlpha; | |
image.color = imageColor; | |
} | |
} |
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