FadeManager 제거 -> FadeUi 단일 Ui로 변경
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@ -1,59 +0,0 @@
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using System.Threading.Tasks;
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using DG.Tweening;
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using UnityEngine;
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namespace DDD
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{
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public class FadeManager : Singleton<FadeManager>, IManager
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{
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[SerializeField]
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private float _fadeOutDuration = 0.5f;
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[SerializeField]
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private float _fadeInDuration = 1f;
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private CanvasGroup _canvasGroup;
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public void PreInit()
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{
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_canvasGroup = GetComponent<CanvasGroup>();
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}
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public Task Init()
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{
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return Task.CompletedTask;;
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}
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public void PostInit()
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{
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_canvasGroup.alpha = 0f;
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_canvasGroup.gameObject.SetActive(false);
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}
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public async Task FadeOut()
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{
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_canvasGroup.gameObject.SetActive(true);
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_canvasGroup.blocksRaycasts = true;
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await _canvasGroup.DOFade(1f, _fadeOutDuration)
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.SetUpdate(true)
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.AsyncWaitForCompletion();
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}
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public async Task FadeIn()
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{
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await _canvasGroup.DOFade(0f, _fadeInDuration)
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.SetUpdate(true)
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.AsyncWaitForCompletion();
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_canvasGroup.blocksRaycasts = false;
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_canvasGroup.gameObject.SetActive(false);
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}
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public async Task FadeOutIn()
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{
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await FadeOut();
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await FadeIn();
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}
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 41f0ee0aabb2f954d918caa8d484f646
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@ -9,15 +9,27 @@ public class FadeSceneTransitionHandlerSo : SceneTransitionHandler
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[SerializeField]
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private float _delayBeforeFadeIn = 1f;
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[SerializeField]
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private float _fadeOutDuration = 1f;
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[SerializeField]
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private float _fadeInDuration = 0.5f;
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public override async Task OnBeforeSceneActivate(SceneType sceneType)
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{
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await FadeManager.Instance.FadeOut();
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var evt = new FadeOutEvent(_fadeOutDuration);
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EventBus.Broadcast(evt);
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await evt.WaitAsync();
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}
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public override async Task OnAfterSceneActivate(SceneType sceneType)
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{
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await Task.Delay((int)(_delayBeforeFadeIn * 1000));
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await FadeManager.Instance.FadeIn();
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float seconds = _delayBeforeFadeIn * 1000;
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await Task.Delay((int)(seconds));
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var evt = new FadeInEvent(_fadeInDuration);
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EventBus.Broadcast(evt);
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await evt.WaitAsync();
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}
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}
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}
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