The fucking 3rd time i had to upload this project to git

This commit is contained in:
Madhav Kapa
2023-10-06 20:18:29 -04:00
commit 5658acfe16
2689 changed files with 1259400 additions and 0 deletions

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using UnityEngine;
public class DemoScript : MonoBehaviour
{
//name of the scene you want to load
public string scene;
public Color loadToColor = Color.white;
public void GoFade()
{
Initiate.Fade(scene, loadToColor, 1.0f);
}
}

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Read Me
Simple Scene Fade Load System
Setting Up ->
1 = Go to "File->Build Settings" now add all the scenes that you want to load using the fade system
2 = Now from anywhere in the game call "Initiate.Fade(sceneName,loadToColor,speed);
"
where sceneName is the name of scene that you want to load of type string,
loadToColor is the color you want to fade away with of type Color and
speed is of type float variable which decides the speed of transition.
That's it just one line of code and you are ready to fade away
if you still dont understand then take a look at the demo scene and DemoScript all code is well commented
Thank You
FlatTutorials

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using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Fader : MonoBehaviour
{
[HideInInspector] public bool start;
[HideInInspector] public float fadeDamp;
[HideInInspector] public string fadeScene;
[HideInInspector] public float alpha;
[HideInInspector] public Color fadeColor;
[HideInInspector] public bool isFadeIn;
private Image bg;
private float lastTime;
private CanvasGroup myCanvas;
private bool startedLoading;
//Set callback
private void OnEnable()
{
SceneManager.sceneLoaded += OnLevelFinishedLoading;
}
//Remove callback
private void OnDisable()
{
SceneManager.sceneLoaded -= OnLevelFinishedLoading;
}
public void InitiateFader()
{
DontDestroyOnLoad(gameObject);
//Getting the visual elements
if (transform.GetComponent<CanvasGroup>())
myCanvas = transform.GetComponent<CanvasGroup>();
if (transform.GetComponentInChildren<Image>())
{
bg = transform.GetComponent<Image>();
bg.color = fadeColor;
}
//Checking and starting the coroutine
if (myCanvas && bg)
{
myCanvas.alpha = 0.0f;
StartCoroutine(FadeIt());
}
else
{
Debug.LogWarning("Something is missing please reimport the package.");
}
}
private IEnumerator FadeIt()
{
while (!start)
//waiting to start
yield return null;
lastTime = Time.time;
var coDelta = lastTime;
var hasFadedIn = false;
while (!hasFadedIn)
{
coDelta = Time.time - lastTime;
if (!isFadeIn)
{
//Fade in
alpha = newAlpha(coDelta, 1, alpha);
if (alpha == 1 && !startedLoading)
{
startedLoading = true;
SceneManager.LoadScene(fadeScene);
}
}
else
{
//Fade out
alpha = newAlpha(coDelta, 0, alpha);
if (alpha == 0) hasFadedIn = true;
}
lastTime = Time.time;
myCanvas.alpha = alpha;
yield return null;
}
Initiate.DoneFading();
Debug.Log("Your scene has been loaded , and fading in has just ended");
Destroy(gameObject);
yield return null;
}
private float newAlpha(float delta, int to, float currAlpha)
{
switch (to)
{
case 0:
currAlpha -= fadeDamp * delta;
if (currAlpha <= 0)
currAlpha = 0;
break;
case 1:
currAlpha += fadeDamp * delta;
if (currAlpha >= 1)
currAlpha = 1;
break;
}
return currAlpha;
}
private void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode)
{
StartCoroutine(FadeIt());
//We can now fade in
isFadeIn = true;
}
}

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using UnityEngine;
using UnityEngine.UI;
public static class Initiate
{
private static bool areWeFading;
//Create Fader object and assing the fade scripts and assign all the variables
public static void Fade(string scene, Color col, float multiplier)
{
if (areWeFading)
{
Debug.Log("Already Fading");
return;
}
var init = new GameObject();
init.name = "Fader";
var myCanvas = init.AddComponent<Canvas>();
myCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
init.AddComponent<Fader>();
init.AddComponent<CanvasGroup>();
init.AddComponent<Image>();
var scr = init.GetComponent<Fader>();
scr.fadeDamp = multiplier;
scr.fadeScene = scene;
scr.fadeColor = col;
scr.start = true;
areWeFading = true;
scr.InitiateFader();
}
public static void DoneFading()
{
areWeFading = false;
}
}

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