In this case there are two animation curves in the array. One for fade in one for fade out. Currently I'm using the index 1 in the array but I want to lerp smooth between index 0 and index 1 so it will fade in and fade out nonstop smooth.
I want to play animation curve at index 0 when it finish to start play the second animation curve at index 1.
I tried to use a for loop before like this:
for (int i = 0; i < fadeIn.Length; i++)
{
_renderer.material.SetFloat(shaderProperty, fadeIn[i].Evaluate(Mathf.InverseLerp(0, spawnEffectTime, timer)));
}
but it didn't change between the animation curves.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnEffect : MonoBehaviour {
public float spawnEffectTime = 2;
public float pause = 1;
public AnimationCurve[] fadeIn;
public bool fadeOut = false;
ParticleSystem ps;
float timer = 0;
Renderer _renderer;
int shaderProperty;
void Start ()
{
shaderProperty = Shader.PropertyToID("_cutoff");
_renderer = GetComponent<Renderer>();
ps = GetComponentInChildren <ParticleSystem>();
var main = ps.main;
main.duration = spawnEffectTime;
ps.Play();
}
void Update()
{
FadeIn();
}
private void FadeOut()
{
}
private void FadeIn()
{
if (timer < spawnEffectTime + pause)
{
timer += Time.deltaTime;
}
else
{
ps.Play();
timer = 0;
}
_renderer.material.SetFloat(shaderProperty, fadeIn[1].Evaluate(Mathf.InverseLerp(0, spawnEffectTime, timer)));
}
}
This is what I was looking for. Working great.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnEffect : MonoBehaviour
{
public float spawnEffectTime = 2;
public float pause = 1;
public AnimationCurve[] fadeIn;
public bool fadeOut = false;
ParticleSystem ps;
float timer = 0;
Renderer _renderer;
int fadeIndex = 0;
int shaderProperty;
void Start()
{
shaderProperty = Shader.PropertyToID("_cutoff");
_renderer = GetComponent<Renderer>();
ps = GetComponentInChildren<ParticleSystem>();
var main = ps.main;
main.duration = spawnEffectTime;
ps.Play();
}
void Update()
{
FadeIn();
}
private void FadeOut()
{
}
private void FadeIn()
{
if (timer < spawnEffectTime + pause)
{
timer += Time.deltaTime;
}
else
{
ps.Play();
timer = 0;
if (fadeIndex == 0)
{
fadeIndex = 1;
}
else
{
fadeIndex = 0;
}
}
_renderer.material.SetFloat(shaderProperty, fadeIn[fadeIndex].Evaluate(Mathf.InverseLerp(0, spawnEffectTime, timer)));
}
}
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