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65 lines
1.3 KiB
65 lines
1.3 KiB
using UnityEngine; |
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using System.Collections; |
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// Cartoon FX - (c) 2015, Jean Moreno |
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// Decreases a light's intensity over time. |
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[RequireComponent(typeof(Light))] |
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public class CFX_LightIntensityFade : MonoBehaviour |
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{ |
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// Duration of the effect. |
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public float duration = 1.0f; |
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// Delay of the effect. |
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public float delay = 0.0f; |
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/// Final intensity of the light. |
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public float finalIntensity = 0.0f; |
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// Base intensity, automatically taken from light parameters. |
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private float baseIntensity; |
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// If <c>true</c>, light will destructs itself on completion of the effect |
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public bool autodestruct; |
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private float p_lifetime = 0.0f; |
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private float p_delay; |
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void Start() |
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{ |
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baseIntensity = GetComponent<Light>().intensity; |
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} |
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void OnEnable() |
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{ |
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p_lifetime = 0.0f; |
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p_delay = delay; |
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if(delay > 0) GetComponent<Light>().enabled = false; |
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} |
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void Update () |
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{ |
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if(p_delay > 0) |
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{ |
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p_delay -= Time.deltaTime; |
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if(p_delay <= 0) |
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{ |
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GetComponent<Light>().enabled = true; |
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} |
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return; |
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} |
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if(p_lifetime/duration < 1.0f) |
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{ |
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GetComponent<Light>().intensity = Mathf.Lerp(baseIntensity, finalIntensity, p_lifetime/duration); |
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p_lifetime += Time.deltaTime; |
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} |
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else |
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{ |
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if(autodestruct) |
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GameObject.Destroy(this.gameObject); |
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} |
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} |
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}
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