void Awake() { polygon = GetComponent <FilledPolygon>(); polygon.UpdateAlpha(initialAlpha); transform.localScale = new Vector3(LENGTH, initialSize); }
void Update() { life += Time.deltaTime; polygon.UpdateSize(size * (float)Math.Log10(1.0 + life * speed)); polygon.UpdateAlpha((1 - life / maxLife) * initialAlpha); if (life >= maxLife) { Destroy(gameObject); } }
void Update() { life += Time.deltaTime; var remainingLifeRatio = (maxLife - life) / maxLife; polygon.UpdateSize(initialSize * (0.2f + 0.8f * remainingLifeRatio)); polygon.UpdateAlpha(remainingLifeRatio); if (life >= maxLife) { Destroy(gameObject); } }
private void Update() { life += Time.deltaTime; transform.localScale = new Vector3(initialSize * (finalSizeRatio + (1.0f - finalSizeRatio) * (float)Math.Pow(0.9f, life * speed)), LENGTH); // Start fading out when the amount of life left is less then vanishLimit // Before this point, the polygon will not be transparent if (maxLife - life <= vanishLimit) { polygon.UpdateAlpha((maxLife - life) / vanishLimit * initialAlpha); if (life >= maxLife) { Destroy(gameObject); } } }
void Awake() { polygon = GetComponent <FilledPolygon>(); polygon.UpdateSize(0.0f); polygon.UpdateAlpha(initialAlpha); }