/* * Updates the speed dependent shadow trail * */ private void updateTrail() { ShadowTrail trail = GetComponent <ShadowTrail>(); trail.enabled = Mathf.Abs(rigid.velocity.x) > actionThresh; float speedFactor = (Mathf.Abs(rigid.velocity.x) - actionThresh) / (2.5f * maxSpeedMem - actionThresh); Color trailColor = Color.Lerp(colorMem, speedColor, speedFactor); trailColor = new Color(trailColor.r, trailColor.g, trailColor.b, colorMem.a); trail.trailColor = trailColor; }
// Use this for initialization protected virtual void Start() { anim = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); shadowTrail = gameObject.AddComponent <ShadowTrail>(); //instantiate hitSpriteEffect hitSpriteEffect = new GameObject().AddComponent <SpriteRenderer>(); hitSpriteEffect.sprite = Resources.Load <Sprite>("Sprites/hitEffect"); hitSpriteEffect.transform.parent = transform; hitSpriteEffect.transform.localPosition = Vector3.left * 0.1f; hitSpriteEffect.enabled = false; hitSpriteEffect.material = Resources.Load("Materials/Flash") as Material; }