/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using TMPro; using UnityEngine; namespace Oculus.Interaction.Samples { public class FadeTextAfterActive : MonoBehaviour { [SerializeField] float _fadeOutTime; [SerializeField] TextMeshPro _text; float _timeLeft; protected virtual void OnEnable() { _timeLeft = _fadeOutTime; _text.fontMaterial.color = new Color(_text.color.r, _text.color.g, _text.color.b, 255); } protected virtual void Update() { if (_timeLeft <= 0) { return; } float percentDone = 1 - _timeLeft / _fadeOutTime; float alpha = Mathf.SmoothStep(1, 0, percentDone); _text.color = new Color(_text.color.r, _text.color.g, _text.color.b, alpha); _timeLeft -= Time.deltaTime; } } }