| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687 | using System;using System.Collections;using UnityEngine;public class Fade : MonoBehaviour{	private void Start()	{		this.Init();		this.fade.Range = this.cutoutRange;	}	private void Init()	{		this.fade = base.GetComponent<IFade>();	}	private void OnValidate()	{		this.Init();		this.fade.Range = this.cutoutRange;	}	private IEnumerator FadeoutCoroutine(float time, Action action)	{		float endTime = Time.timeSinceLevelLoad + time * this.cutoutRange;		WaitForEndOfFrame endFrame = new WaitForEndOfFrame();		while (Time.timeSinceLevelLoad <= endTime)		{			this.cutoutRange = (endTime - Time.timeSinceLevelLoad) / time;			this.fade.Range = this.cutoutRange;			yield return endFrame;		}		this.cutoutRange = 0f;		this.fade.Range = this.cutoutRange;		if (action != null)		{			action();		}		yield break;	}	private IEnumerator FadeinCoroutine(float time, Action action)	{		float endTime = Time.timeSinceLevelLoad + time * (1f - this.cutoutRange);		WaitForEndOfFrame endFrame = new WaitForEndOfFrame();		while (Time.timeSinceLevelLoad <= endTime)		{			this.cutoutRange = 1f - (endTime - Time.timeSinceLevelLoad) / time;			this.fade.Range = this.cutoutRange;			yield return endFrame;		}		this.cutoutRange = 1f;		this.fade.Range = this.cutoutRange;		if (action != null)		{			action();		}		yield break;	}	public Coroutine FadeOut(float time, Action action)	{		base.StopAllCoroutines();		return base.StartCoroutine(this.FadeoutCoroutine(time, action));	}	public Coroutine FadeOut(float time)	{		return this.FadeOut(time, null);	}	public Coroutine FadeIn(float time, Action action)	{		base.StopAllCoroutines();		return base.StartCoroutine(this.FadeinCoroutine(time, action));	}	public Coroutine FadeIn(float time)	{		return this.FadeIn(time, null);	}	private IFade fade;	private float cutoutRange;}
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