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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class FlashColor : MonoBehaviour {
public Color Color1;
public Color Color2;
public float TransitionTime;
public bool HideAfterCountdown;
public float DisplayTime;
private Text _text;
public float TimeSinceBorn;
void Start() {
TimeSinceBorn = 0;
_text = gameObject.GetComponent<Text>();
StartCoroutine("Flash");
}
void OnEnable() {
TimeSinceBorn = 0;
_text = gameObject.GetComponent<Text>();
StartCoroutine("Flash");
}
void Update () {
if (HideAfterCountdown) {
TimeSinceBorn += Time.deltaTime;
if (TimeSinceBorn >= DisplayTime) {
gameObject.SetActive(false);
}
}
}
IEnumerator Flash() {
while (true) {
float elapsedTime = 0.0f;
while (elapsedTime < TransitionTime) {
elapsedTime += Time.deltaTime;
_text.color = Color.Lerp(Color1, Color2, (elapsedTime / TransitionTime));
yield return null;
}
elapsedTime = 0.0f;
while (elapsedTime < TransitionTime) {
elapsedTime += Time.deltaTime;
_text.color = Color.Lerp(Color2, Color1, (elapsedTime / TransitionTime));
yield return null;
}
yield return null;
}
}
}
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