Beispiel #1
0
    public void OnUpdate()
    {
        if (!isactive)
        {
            return;
        }
        else
        {
            float dt = FrameController.DT() * pulseRate;

            if (fadeOut)
            {
                currAtt -= dt;
                compLight.SetAtt(currAtt);

                if (currAtt < endAtt)
                {
                    fadeOut = false;
                }
            }
            else
            {
                currAtt += dt;
                compLight.SetAtt(currAtt);

                if (currAtt > startAtt)
                {
                    fadeOut = true;
                }
            }
        }
    }
 public void OnUpdate()
 {
     if (activated)
     {
         timer += FrameController.DT() * _frequency;
         light.SetAtt(((float)Math.Sin(timer) + 1.0f) * _amplitude);
     }
 }
    public void OnUpdate()
    {
        if (!activated || finished)
        {
            return;
        }
        //
        if (timer > 0.0f)
        {
            timer -= FrameController.DT();
            //break;
        }
        else
        {
            lightScript.activated = false;
            light.setEnabled(true);
            light.SetAtt(0.03f);
            scaryRender.setEnabled(false);
            finished = false;
        }

        //light.setEnabled(false);
    }
Beispiel #4
0
 public void OnStart()
 {
     compLight = gameObject.RequireComponent <CLight>();
     compLight.SetAtt(startAtt);
     currAtt = startAtt;
 }