private GameObject image; //设置图片
private RawImage rawImage;//设置rawimage
public float speed = 3f;
//屏幕是否要逐渐清晰(默认是需要的)
private bool isclear = true;
//屏幕是否需要逐渐变暗(默认是不需要的)
private bool isblack = false;
public override void Awake()
{
base.Awake();
image = this.gameObject;
rawImage = this.GetComponent<RawImage>();
}
/// <summary>
/// 淡入效果
/// </summary>
public void fadetoClear()
{
rawImage.color=Color.Lerp(rawImage.color,Color.clear, speed*Time.deltaTime);
}
/// <summary>
/// 淡出效果
/// </summary>
public void fadetoBlack()
{
rawImage.color = Color.Lerp(rawImage.color, Color.black, speed * Time.deltaTime);
}
public void SceneToClear()
{
fadetoClear();
if (rawImage.color.a<0.05f)
{
rawImage.color=Color.clear;
rawImage.enabled = false;
isclear = false;
}
}
public void SceneToBlack()
{
rawImage.enabled = true;
fadetoBlack();
if (rawImage.color.a > 0.95f)
{
rawImage.color = Color.black;
isblack = true;
}
}
/// <summary>
/// 设置场景的淡入
/// </summary>
public void setSceneToClear()
{
isclear = true;
isblack = false;
}
/// <summary>
/// 设置场景的淡出
/// </summary>
public void setSceneToBlack()
{
isclear = false;
isblack = true;
}
void Update () {
if (isclear)
{
SceneToClear();
}
else if (isblack)
{
SceneToBlack();
}
}
unity 屏幕淡入淡出效果实现
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转载自blog.csdn.net/weixin_33950757/article/details/83896500
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