It could be you're looking for
Tweeng
The crack cocaine of game programming!
The basic syntax is
time.Tweeng( do something )
so (in pseudocode)
StartCoroutine( 2f.Tweeng( .. move the ball .. ) );
StartCoroutine( .5f.Tweeng( .. spin the spaceship .. ) );
StartCoroutine( 1f.Tweeng( .. fade the text .. ) );
Those examples are,
- move the ball over two seconds
- spin the spaceship in 1/2 second
- fade the text over one second.
More...
// tweeng z to 20 degrees in .12 seconds
StartCoroutine(.12f.Tweeng( (t)=>transform.Eulers(0f,0f,t), 0f,20f) );
// fade in alpha in .75 seconds
StartCoroutine(.75f.Tweeng( (u)=>{c.a=u;s.color=c;}, 0f,1f) );
// duck volume..
StartCoroutine( .3f.Tweeng( x=>{current.volume=x;}, current.volume, 0f) );
// move something..
StartCoroutine(secs.Tweeng( (p)=>parked.transform.position=p,
parked.transform.position,
landing.transform.position) );
// twist image
yield return StartCoroutine( .3f.Tweeng(
(u)=>polaroid.localEulerAngles = new Vector3(0f,0f,u),
0f,9f) );
You can Tweeng anything, certainly including fades.
Basic code base for Tweeng :
Just put this in a file Extns.cs:
public static class Extns
{
public static IEnumerator Tweeng( this float duration,
System.Action<float> var, float aa, float zz )
{
float sT = Time.time;
float eT = sT + duration;
while (Time.time < eT)
{
float t = (Time.time-sT)/duration;
var( Mathf.SmoothStep(aa, zz, t) );
yield return null;
}
var(zz);
}
public static IEnumerator Tweeng( this float duration,
System.Action<Vector3> var, Vector3 aa, Vector3 zz )
{
float sT = Time.time;
float eT = sT + duration;
while (Time.time < eT)
{
float t = (Time.time-sT)/duration;
var( Vector3.Lerp(aa, zz, Mathf.SmoothStep(0f, 1f, t) );
yield return null;
}
var(zz);
}
}
(Note that those examples include smoothing. You may need no-smoothing in some cases. In fact, in projects now we always have both "Tweeng" and "SmoothedTweeng".)
(If you're interested, you can use a generics approach - fascinating QA on that.)
Tweeng - it could save your life!