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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityStandardAssets.CinematicEffects;
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public class ScreenEffects : MonoBehaviour
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{
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public DepthOfField depthOfField;
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private float originalNearRadius;
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private float originalFarRadius;
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void Start ()
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{
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depthOfField = GetComponent<DepthOfField>();
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if (depthOfField == null)
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depthOfField = gameObject.AddComponent<DepthOfField>();
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originalNearRadius = depthOfField.focus.nearBlurRadius;
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originalFarRadius = depthOfField.focus.farBlurRadius;
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NotificationServer.register("show GameUI", showGame);
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NotificationServer.register("hide GameUI", hideGame);
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}
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public void showGame()
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{
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LeanTween.cancel(gameObject, false);
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float startNear = depthOfField.focus.nearBlurRadius;
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float startFar = depthOfField.focus.farBlurRadius;
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DepthOfField.FocusSettings focus = depthOfField.focus;
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LeanTween.value(gameObject, 1f, 0f, 0.5f).setEaseInOutQuad().setOnUpdate((float val)=>{
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focus.nearBlurRadius = startNear * val;
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focus.farBlurRadius = startFar * val;
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}).setOnComplete(()=>{
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depthOfField.enabled = false;
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}).setIgnoreTimeScale(true);
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}
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public void hideGame()
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{
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LeanTween.cancel(gameObject, false);
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depthOfField.enabled = true;
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float startNear = depthOfField.focus.nearBlurRadius;
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float startFar = depthOfField.focus.farBlurRadius;
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DepthOfField.FocusSettings focus = depthOfField.focus;
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LeanTween.value(gameObject, 0f, 1f, 0.5f).setEaseInOutQuad().setOnUpdate((float val)=>{
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focus.nearBlurRadius = startNear + (originalNearRadius-startNear) * val;
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focus.farBlurRadius = startFar + (originalFarRadius-startFar) * val;
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}).setIgnoreTimeScale(true);
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}
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}
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