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@andreibosco
Forked from NovaSurfer/FadeInOut.cs
Created February 5, 2022 15:59
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Unity3D screen fading script (using new UI)
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.SceneManagement;
public class ScreenFader : MonoBehaviour
{
public Image FadeImg;
public float fadeSpeed = 1.5f;
public bool sceneStarting = true;
void Awake()
{
FadeImg.rectTransform.localScale = new Vector2(Screen.width, Screen.height);
}
void Update()
{
// If the scene is starting...
if (sceneStarting)
// ... call the StartScene function.
StartScene();
}
void FadeToClear()
{
// Lerp the colour of the image between itself and transparent.
FadeImg.color = Color.Lerp(FadeImg.color, Color.clear, fadeSpeed * Time.deltaTime);
}
void FadeToBlack()
{
// Lerp the colour of the image between itself and black.
FadeImg.color = Color.Lerp(FadeImg.color, Color.black, fadeSpeed * Time.deltaTime);
}
void StartScene()
{
// Fade the texture to clear.
FadeToClear();
// If the texture is almost clear...
if (FadeImg.color.a <= 0.05f)
{
// ... set the colour to clear and disable the RawImage.
FadeImg.color = Color.clear;
FadeImg.enabled = false;
// The scene is no longer starting.
sceneStarting = false;
}
}
public IEnumerator EndSceneRoutine(int SceneNumber)
{
// Make sure the RawImage is enabled.
FadeImg.enabled = true;
do
{
// Start fading towards black.
FadeToBlack();
// If the screen is almost black...
if (FadeImg.color.a >= 0.95f)
{
// ... reload the level
SceneManager.LoadScene(SceneNumber);
yield break;
}
else
{
yield return null;
}
} while (true);
}
public void EndScene(int SceneNumber)
{
sceneStarting = false;
StartCoroutine("EndSceneRoutine", SceneNumber);
}
}
using UnityEngine;
using System.Collections;
public class LevelChanger : MonoBehaviour {
ScreenFader fadeScr;
public int SceneNumb;
void Awake()
{
fadeScr = GameObject.FindObjectOfType<ScreenFader>();
}
void OnTriggerEnter(Collider col)
{
if (col.gameObject.tag == "Player")
{
fadeScr.EndScene(SceneNumb);
}
}
}
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