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Just a "write a script for me" question.
Create Fading Sprite in C#
I'm trying to create the conditions in which my main character (I call Jinbei) when it hit the shuriken, Jinbei will fade out. After a few milliseconds, Jinbei will fade in. How do I do that? I hope someone can make a script to make it in C#. Thank you
http://docs.unity3d.com/Documentation/ScriptReference/index.html
Vector3.Distance or OnCollisionEnter or OnTriggerEnter
Renderer.material
StartCoroutine or Time.time
I'm so sorry. I just feel confused to get a solution. I thought here I could just ask a help like a script. Sorry
This question should have beed rejected due to our $$anonymous$$oderation Guidelines.
ps: i don't think Luffy would ask such a question. He would send Usopp to figure it out :P
Answer by deltamish · Apr 16, 2013 at 03:37 PM
To create a fading out and in effect try using this script
 //ommitted using unity engine and other
 
 public class Fader : MonoBehaviour
 {
     public GameObject Sprite;///the sprite (most of the time most of the people use plane for sprite)
     public float fadespeed = 2;
     public GUITexture Spriteb;//if u are using this for sprite
     
     void Update()
     {
         //if hit with particles
         if(Sprite)
         {
             Sprite.renderer.material.color.a = Mathf.Lerp(Sprite.renderer.material.color.a,0,Time.deltaTime * fadespeed);
             if(Sprite.renderer.material.color.a==0)
             {
                 FadeIn();
             }
         }
         if(Spriteb)
         {
             Spriteb.color.a = Mathf.Lerp(Spriteb.color.a,0,Time.deltaTime * fadespeed);
             if(Spriteb.color.a ==0)
             {
                 FadeIn();
             }
         }
     }
 
     IEnumerator FadeIn()
     {
         yield WaitForSeconds(2);
         if(Spriteb)
         {
             Spriteb.color.a = Mathf.Lerp(Spriteb.color.a,1,Time.deltaTime * fadespeed);
         }
         //if hit with particles
         if(Sprite)
         {
             Sprite.renderer.material.color.a = Mathf.Lerp(Sprite.renderer.material.color.a,1,Time.deltaTime * fadespeed);
         }
     }
 }
hi deltamish, thank you very much. This is very helpful
Thanks for your script, so helpful :) So how can I fade back ?
Hi.... @Dusker Studios
Did you just copy the code or rewrite it yourself.. ?
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 koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                