210 lines
5.3 KiB
C#
210 lines
5.3 KiB
C#
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Licensed under the Oculus SDK License Version 3.4.1 (the "License");
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you may not use the Oculus SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/sdk-3.4.1
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Unless required by applicable law or agreed to in writing, the Oculus SDK
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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using UnityEngine;
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using System.Collections; // required for Coroutines
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/// <summary>
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/// Fades the screen from black after a new scene is loaded. Fade can also be controlled mid-scene using SetUIFade and SetFadeLevel
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/// </summary>
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public class OVRScreenFade : MonoBehaviour
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{
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[Tooltip("Fade duration")]
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public float fadeTime = 2.0f;
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[Tooltip("Screen color at maximum fade")]
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public Color fadeColor = new Color(0.01f, 0.01f, 0.01f, 1.0f);
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public bool fadeOnStart = true;
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/// <summary>
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/// The render queue used by the fade mesh. Reduce this if you need to render on top of it.
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/// </summary>
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public int renderQueue = 5000;
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private float uiFadeAlpha = 0;
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private MeshRenderer fadeRenderer;
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private MeshFilter fadeMesh;
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private Material fadeMaterial = null;
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private bool isFading = false;
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public float currentAlpha { get; private set; }
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void Awake()
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{
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// create the fade material
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fadeMaterial = new Material(Shader.Find("Oculus/Unlit Transparent Color"));
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fadeMesh = gameObject.AddComponent<MeshFilter>();
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fadeRenderer = gameObject.AddComponent<MeshRenderer>();
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var mesh = new Mesh();
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fadeMesh.mesh = mesh;
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Vector3[] vertices = new Vector3[4];
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float width = 2f;
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float height = 2f;
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float depth = 1f;
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vertices[0] = new Vector3(-width, -height, depth);
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vertices[1] = new Vector3(width, -height, depth);
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vertices[2] = new Vector3(-width, height, depth);
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vertices[3] = new Vector3(width, height, depth);
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mesh.vertices = vertices;
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int[] tri = new int[6];
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tri[0] = 0;
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tri[1] = 2;
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tri[2] = 1;
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tri[3] = 2;
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tri[4] = 3;
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tri[5] = 1;
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mesh.triangles = tri;
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Vector3[] normals = new Vector3[4];
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normals[0] = -Vector3.forward;
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normals[1] = -Vector3.forward;
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normals[2] = -Vector3.forward;
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normals[3] = -Vector3.forward;
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mesh.normals = normals;
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Vector2[] uv = new Vector2[4];
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uv[0] = new Vector2(0, 0);
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uv[1] = new Vector2(1, 0);
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uv[2] = new Vector2(0, 1);
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uv[3] = new Vector2(1, 1);
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mesh.uv = uv;
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SetFadeLevel(0);
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}
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/// <summary>
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/// Start a fade out
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/// </summary>
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public void FadeOut()
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{
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StartCoroutine(Fade(0,1));
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}
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/// <summary>
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/// Starts a fade in when a new level is loaded
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/// </summary>
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void OnLevelFinishedLoading(int level)
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{
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StartCoroutine(Fade(1,0));
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}
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/// <summary>
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/// Automatically starts a fade in
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/// </summary>
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void Start()
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{
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if (fadeOnStart)
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{
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StartCoroutine(Fade(1,0));
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}
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}
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void OnEnable()
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{
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if (!fadeOnStart)
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{
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SetFadeLevel(0);
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}
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}
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/// <summary>
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/// Cleans up the fade material
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/// </summary>
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void OnDestroy()
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{
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if (fadeRenderer != null)
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Destroy(fadeRenderer);
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if (fadeMaterial != null)
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Destroy(fadeMaterial);
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if (fadeMesh != null)
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Destroy(fadeMesh);
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}
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/// <summary>
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/// Set the UI fade level - fade due to UI in foreground
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/// </summary>
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public void SetUIFade(float level)
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{
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uiFadeAlpha = Mathf.Clamp01(level);
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SetMaterialAlpha();
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}
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/// <summary>
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/// Override current fade level
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/// </summary>
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/// <param name="level"></param>
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public void SetFadeLevel(float level)
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{
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currentAlpha = level;
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SetMaterialAlpha();
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}
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/// <summary>
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/// Fades alpha from 1.0 to 0.0
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/// </summary>
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IEnumerator Fade(float startAlpha, float endAlpha)
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{
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float elapsedTime = 0.0f;
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while (elapsedTime < fadeTime)
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{
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elapsedTime += Time.deltaTime;
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currentAlpha = Mathf.Lerp(startAlpha, endAlpha, Mathf.Clamp01(elapsedTime / fadeTime));
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SetMaterialAlpha();
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yield return new WaitForEndOfFrame();
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}
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}
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/// <summary>
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/// Update material alpha. UI fade and the current fade due to fade in/out animations (or explicit control)
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/// both affect the fade. (The max is taken)
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/// </summary>
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private void SetMaterialAlpha()
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{
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Color color = fadeColor;
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color.a = Mathf.Max(currentAlpha, uiFadeAlpha);
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isFading = color.a > 0;
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if (fadeMaterial != null)
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{
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fadeMaterial.color = color;
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fadeMaterial.renderQueue = renderQueue;
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fadeRenderer.material = fadeMaterial;
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fadeRenderer.enabled = isFading;
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}
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}
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}
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