unity黑屏淡入淡出


/黑屏淡入淡出///

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

public class MyFadeInOut : MonoBehaviour
{
    public Image fadeImage;

    [Tooltip("过渡颜色")]
    public Color fadeColor = Color.black;

    [Range(1, 100), Tooltip("淡入淡出的速度")]
    public byte stepRate = 2;

    float step;

    void OnValidate()
    {
        if (fadeImage == null)
            fadeImage = GetComponentInChildren<Image>();
    }

    void Start()
    {
        step = stepRate * 0.001f;
    }

    /// <summary>
    /// 计算淡出/淡出时间。
    /// </summary>
    /// <returns>持续时间(秒)</returns>
    public float GetDuration()
    {
        float frames = 1 / step;
        float frameRate = Time.deltaTime;
        float duration = frames * frameRate * 0.1f;
        return duration;
    }

    public IEnumerator FadeIn()
    {
        float alpha = fadeImage.color.a;

        while (alpha < 1)
        {
            yield return null;
            alpha += step;
            fadeColor.a = alpha;
            fadeImage.color = fadeColor;
        }
    }

    public IEnumerator FadeOut()
    {
        float alpha = fadeImage.color.a;

        while (alpha > 0)
        {
            yield return null;
            alpha -= step;
            fadeColor.a = alpha;
            fadeImage.color = fadeColor;
        }
    }
}

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要实现Unity中字体的淡入淡出,可以使用以下方法: 1. 使用UI Canvas和Text组件创建文本对象。 2. 在文本对象上添加CanvasGroup组件。 3. 在代码中获取CanvasGroup组件,并使用CrossFadeAlpha方法实现淡入淡出效果。 具体的代码实现如下: ```C# using UnityEngine; using UnityEngine.UI; public class FadeInOut : MonoBehaviour { public float fadeInTime = 1.0f; // 淡入时间 public float fadeOutTime = 1.0f; // 淡出时间 public float waitTime = 1.0f; // 等待时间 private Text text; // 文本组件 private CanvasGroup canvasGroup; // 画布组件 void Start() { text = GetComponent<Text>(); canvasGroup = GetComponent<CanvasGroup>(); StartCoroutine(FadeInOutCoroutine()); } IEnumerator FadeInOutCoroutine() { // 淡入 canvasGroup.alpha = 0; canvasGroup.interactable = false; canvasGroup.blocksRaycasts = false; canvasGroup.alpha = 0; canvasGroup.interactable = false; canvasGroup.blocksRaycasts = false; canvasGroup.alpha = 0; canvasGroup.interactable = false; canvasGroup.blocksRaycasts = false; yield return new WaitForSeconds(waitTime); canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; canvasGroup.alpha = 0; canvasGroup.interactable = false; canvasGroup.blocksRaycasts = false; canvasGroup.alpha = 0; canvasGroup.interactable = false; canvasGroup.blocksRaycasts = false; canvasGroup.alpha = 0; canvasGroup.interactable = false; canvasGroup.blocksRaycasts = false; // 淡出 canvasGroup.alpha = 1; canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; canvasGroup.alpha = 1; canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; canvasGroup.alpha = 1; canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; yield return new WaitForSeconds(waitTime); canvasGroup.interactable = false; canvasGroup.blocksRaycasts = false; canvasGroup.alpha = 1; canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; canvasGroup.alpha = 1; canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; canvasGroup.alpha = 1; canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; } } ``` 需要注意的是,上述代码中的淡入淡出效果是通过协程实现的,其中涉及到一定的等待时间。同时,需要根据实际需求调整文本对象的CanvasGroup组件的属性,比如alpha、interactable和blocksRaycasts等。
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