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Question by Dreeka · Apr 11, 2012 at 12:36 PM · variabletime

Move value to 0 in 1.5 seconds

Hey,

I am looking for a method to move a variable's value to 0, in 1.5 seconds. I have a variable, which holds 250 at the start.

I have tried it this way, but it doesn't work.

 function Fade (target : SpriteText)
 {
     var startingFade     : int = 250;
     var targetFade      : int = 0;
     var fadeTime         : float = 1.5;
     
     var rate = 1.0/fadeTime;
     var t : float = 0.0;
     
     while (t < 1.0) 
     {
         t += Time.deltaTime * rate;
         target.SetColor(Color(255, 177, 0, t));
         yield;
     }
 }
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Answer by Kleptomaniac · Apr 11, 2012 at 01:37 PM

Use Mathf.Lerp. So like this:

 var startingFade : float = 250;
 var timeInSeconds : float = 1.5;
 var rate : float;
 
 function Update () {
     if (rate < 1) {
         rate += Time.deltaTime / timeInSeconds;
         rate = Mathf.Clamp(rate, 0, timeInSeconds);
         startingFade = Mathf.Lerp(startingFade, 0, rate);
     }
 }
 

Hope that helps, Klep

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avatar image Kleptomaniac · Apr 11, 2012 at 01:53 PM 0
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Actually, I'll also clamp rate to 1.5 so we get it exactly right.

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Answer by ExTheSea · Apr 11, 2012 at 12:49 PM

Have a look at this:

http://answers.unity3d.com/questions/35610/variable-that-decreases-after-a-certain-amount-of.html

hope this helps you.

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Answer by kolban · Apr 11, 2012 at 01:43 PM

Looking at your code, it seems that you want to go from one color to another (maybe the colors just differ by alpha value) over a period of time. There is exactly a function for that. It is called:

 Color.Lerp

I'm going to ask you to study that in the Unity Scripting Reference documentation. But, from a high level, what I think you want is:

 function Fade()
 {
    var fadeTime:float = 1.5;
    var targetTime:float = Time.time + fadeTime;
    var diff:float = targetTime - Time.time;
    while (diff >= 0)
    {
        target.SetColor(Color.lerp(endColor, startColor, diff/fadeTime));
        yield;
        diff = targetTime - Time.time;
    }
 }
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