Files
SVSimServer/SVSim.BattleEngine/Engine/SetShaderGlobalColorBG.cs
gamer147 0d9d8acae0 feat(battle-engine): M1 auto-copy closure (782 battle-logic files)
Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
2026-06-05 16:57:20 -04:00

53 lines
1.4 KiB
C#

using System.Collections;
using UnityEngine;
public class SetShaderGlobalColorBG : MonoBehaviour
{
private readonly Color FROM_COLOR = new Color(1f, 1f, 1f, 1f);
private readonly Color TO_COLOR = new Color(0.3529412f, 0.3529412f, 0.3529412f, 1f);
private readonly float fadeTime = 0.3f;
private IEnumerator interpolateGlobalShaderColor;
public bool IsFadeIn { get; private set; }
public void Start()
{
interpolateGlobalShaderColor = InterpolateGlobalShaderColor(FROM_COLOR, TO_COLOR, 0f);
Shader.SetGlobalColor("_ColorBG", new Color(1f, 1f, 1f, 1f));
}
public void ChangeGlobalShaderColorFadeIn()
{
ChangeGlobalShaderColor(FROM_COLOR, TO_COLOR);
IsFadeIn = true;
}
public void ChangeGlobalShaderColorFadeOut()
{
ChangeGlobalShaderColor(TO_COLOR, FROM_COLOR);
IsFadeIn = false;
}
private void ChangeGlobalShaderColor(Color baseColor, Color changeColor)
{
StopCoroutine(interpolateGlobalShaderColor);
interpolateGlobalShaderColor = InterpolateGlobalShaderColor(baseColor, changeColor, Time.time);
StartCoroutine(interpolateGlobalShaderColor);
}
private IEnumerator InterpolateGlobalShaderColor(Color fromColor, Color toColor, float startTime)
{
float t = 0f;
while (t < 1f)
{
t = (Time.time - startTime) / fadeTime;
Color value = Color.Lerp(fromColor, toColor, t);
Shader.SetGlobalColor("_ColorBG", value);
yield return null;
}
}
}