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+/******************************************************************************
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+ * Spine Runtimes License Agreement
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+ * Last updated January 1, 2020. Replaces all prior versions.
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+ *
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+ * Copyright (c) 2013-2022, Esoteric Software LLC
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+ *
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+ * Integration of the Spine Runtimes into software or otherwise creating
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+ * derivative works of the Spine Runtimes is permitted under the terms and
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+ * conditions of Section 2 of the Spine Editor License Agreement:
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+ * http://esotericsoftware.com/spine-editor-license
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+ *
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+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
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+ * or otherwise create derivative works of the Spine Runtimes (collectively,
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+ * "Products"), provided that each user of the Products must obtain their own
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+ * Spine Editor license and redistribution of the Products in any form must
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+ * include this license and copyright notice.
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+ *
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+ * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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+ * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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+ * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+#if UNITY_2019_3_OR_NEWER
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+#define HAS_FORCE_RENDER_OFF
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+#endif
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+
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+#if UNITY_2017_2_OR_NEWER
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+#define HAS_VECTOR_INT
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+#endif
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+
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+using UnityEngine;
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+
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+namespace Spine.Unity.Examples {
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+
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+ /// <summary>
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+ /// A simple fadeout component that uses a <see cref="SkeletonRenderTexture"/> for transparency fadeout.
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+ /// Attach a <see cref="SkeletonRenderTexture"/> and this component to a skeleton GameObject and disable both
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+ /// components initially and keep them disabled during normal gameplay. When you need to start fadeout,
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+ /// enable this component.
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+ /// At the end of the fadeout, the event delegate <c>OnFadeoutComplete</c> is called, to which you can bind e.g.
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+ /// a method that disables or destroys the entire GameObject.
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+ /// </summary>
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+ [RequireComponent(typeof(SkeletonRenderTexture))]
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+ public class SkeletonRenderTextureFadeout : MonoBehaviour {
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+ SkeletonRenderTexture skeletonRenderTexture;
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+
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+ public float fadeoutSeconds = 2.0f;
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+ protected float fadeoutSecondsRemaining;
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+
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+ public delegate void FadeoutCallback (SkeletonRenderTextureFadeout skeleton);
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+ public event FadeoutCallback OnFadeoutComplete;
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+
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+ protected void Awake () {
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+ skeletonRenderTexture = this.GetComponent<SkeletonRenderTexture>();
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+ }
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+
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+ protected void OnEnable () {
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+ fadeoutSecondsRemaining = fadeoutSeconds;
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+ skeletonRenderTexture.enabled = true;
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+ }
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+
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+ protected void Update () {
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+ if (fadeoutSecondsRemaining == 0)
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+ return;
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+
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+ fadeoutSecondsRemaining -= Time.deltaTime;
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+ if (fadeoutSecondsRemaining <= 0) {
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+ fadeoutSecondsRemaining = 0;
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+ if (OnFadeoutComplete != null)
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+ OnFadeoutComplete(this);
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+ return;
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+ }
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+ float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds;
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+#if HAS_VECTOR_INT
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+ skeletonRenderTexture.color.a = fadeoutAlpha;
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+#else
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+ Debug.LogError("The SkeletonRenderTexture component requires Unity 2017.2 or newer.");
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+#endif
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+ }
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+ }
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+}
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