CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
Powered by GitBook
On this page
  • Fade when loading and reloading Scenes
  • Example Usage

Was this helpful?

  1. Optional, Supplemental Content
  2. Optional Content

Screen Fading and Reloading

Fade when loading and reloading Scenes

This screen fading script uses Co-routines to call a function repeatedly. The alpha value of an image is slowly modified over several frames because it's modified only slightly each time.

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.SceneManagement;

//Screen Fader Script from NovaSurfer on Github
//https://gist.github.com/NovaSurfer/5f14e9153e7a2a07d7c5
//NovaSurfer on GitHub
//create a UI Image, move it off-screen, give it a black color.
//Attach this script to the main camera in each scene where you want fading
//populate the FadeImage with your UI Image in the inspector

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);
    }

    //end current scene, parameter is next scene to load
    public void EndScene(int SceneNumber)
    {
        sceneStarting = false;
        StartCoroutine("EndSceneRoutine", SceneNumber);
    }
}

Example Usage

This fade behavior can be called from PlayerController Script when the player has collided with an object that results in death. The image below shows the FadeImage UI-Image that's used to fade the scene, it should be the bottom item in the Canvas hierarchy so it hides all GameObjects. In the top image, we can see it's been added to populate the Fade Img box of the ScreenFader script component that's been added to the Main Camera. The second image shows that it's been dragged off screen. When the script is actively fading, then the image is enabled and resized to cover the Canvas, then its' alpha value is gradually changed.

void OnTriggerEnter2D (Collider2D hitObject)
    {
        if (hitObject.CompareTag ("Collectable")) {
            Debug.Log ("Hit Collectable");
            Destroy (hitObject.gameObject);

        }
        if (hitObject.CompareTag ("Hazard")) {
            anim.SetInteger("HeroState", (int)heroState.dead);

            Debug.Log ("Hit Hazard event");
            Destroy (hitObject.gameObject);
            dead = true;
            ReloadScene();

            //Invoke(ReloadScene, 2f); //for more delay
        }
    }

 public void ReloadScene(){
        ScreenFader fader= FindObjectOfType<ScreenFader>();
        fader.EndScene((int)GameScene.MiniGame);
    }
PreviousAdding AudioNextScriptableObjects

Last updated 5 years ago

Was this helpful?