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
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  • Attach ScreenFader script to MainCamera,
  • Attach UI-Image: FadeImage, shown in image below

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  1. Project 3 - Code Mods
  2. Project 3 - Code
  3. Code: Final Versions

ScreenFader

Attach script to main camera in a scene to have screen fade-in, fade-out. Requires a UI-Image gameObject where the default image works, but the color must be set to black. Used in LevelManager when reloading scene, loading level.

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...
        //Polling - constantly checking to see
        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);
    }


    public 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 IEnumerator FadeRoutine( )
    {
        // 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)
            {
                // ... fade to clear in update
                sceneStarting = true;
                yield break;
            }
            else
            {
                yield return null;
            }
        } while (true);
    }

    //fades to black, fades to clear when changing levels
   public void FadeReset()
    {
        sceneStarting = false;
        StartCoroutine("FadeRoutine");
    }

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

Attach ScreenFader script to MainCamera,

Attach UI-Image: FadeImage, shown in image below

PreviousCameraFollowNextMiniGameState

Last updated 5 years ago

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