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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using System;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Fade helpers
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/// </summary>
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public static class MMFade
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{
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/// <summary>
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/// Fades the specified image to the target opacity and duration.
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/// </summary>
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/// <param name="target">Target.</param>
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/// <param name="opacity">Opacity.</param>
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/// <param name="duration">Duration.</param>
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public static IEnumerator FadeImage(Image target, float duration, Color color)
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{
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if (target==null)
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yield break;
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float alpha = target.color.a;
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for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / duration)
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{
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if (target==null)
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yield break;
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Color newColor = new Color(color.r, color.g, color.b, Mathf.SmoothStep(alpha,color.a,t));
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target.color=newColor;
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yield return null;
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}
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target.color=color;
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}
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/// <summary>
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/// Fades the specified image to the target opacity and duration.
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/// </summary>
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/// <param name="target">Target.</param>
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/// <param name="opacity">Opacity.</param>
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/// <param name="duration">Duration.</param>
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public static IEnumerator FadeText(Text target, float duration, Color color)
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{
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if (target==null)
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yield break;
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float alpha = target.color.a;
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for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / duration)
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{
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if (target==null)
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yield break;
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Color newColor = new Color(color.r, color.g, color.b, Mathf.SmoothStep(alpha,color.a,t));
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target.color=newColor;
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yield return null;
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}
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target.color=color;
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}
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/// <summary>
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/// Fades the specified image to the target opacity and duration.
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/// </summary>
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/// <param name="target">Target.</param>
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/// <param name="opacity">Opacity.</param>
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/// <param name="duration">Duration.</param>
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public static IEnumerator FadeSprite(SpriteRenderer target, float duration, Color color)
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{
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if (target==null)
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yield break;
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float alpha = target.material.color.a;
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float t=0f;
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while (t<1.0f)
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{
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if (target==null)
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yield break;
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Color newColor = new Color(color.r, color.g, color.b, Mathf.SmoothStep(alpha,color.a,t));
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target.material.color=newColor;
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t += Time.deltaTime / duration;
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yield return null;
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}
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Color finalColor = new Color(color.r, color.g, color.b, Mathf.SmoothStep(alpha,color.a,t));
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if (target != null)
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{
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target.material.color=finalColor;
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}
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}
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public static IEnumerator FadeCanvasGroup(CanvasGroup target, float duration, float targetAlpha, bool unscaled = true)
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{
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if (target==null)
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yield break;
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float currentAlpha = target.alpha;
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float t=0f;
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while (t<1.0f)
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{
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if (target==null)
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yield break;
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float newAlpha = Mathf.SmoothStep(currentAlpha,targetAlpha,t);
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target.alpha=newAlpha;
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if (unscaled)
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{
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t += Time.unscaledDeltaTime / duration;
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}
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else
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{
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t += Time.deltaTime / duration;
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}
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yield return null;
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}
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target.alpha=targetAlpha;
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}
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}
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}
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