Example #1
0
        /// <summary>
        ///     Make the highlighted tile "breath" (blink) by changing their alpha value.
        /// </summary>
        protected virtual void TileBreath()
        {
            if (_alpha < float.Epsilon)
            {
                // current alpha value is near 0, so set it to 0 and now go towards 1
                _alpha = 0f;
                _alphaRampDirection = AlphaRampDirection.AlphaRampUp;
            }
            if (_alpha >= 1f)
            {
                // alpha as goes up to 1, now set to 1 and go down
                _alpha = 1f;
                _alphaRampDirection = AlphaRampDirection.AlphaRampDown;
            }

            // depending on the direction (towards 0 or towards 1), either add or subtract from the alpha value
            if (_alphaRampDirection == AlphaRampDirection.AlphaRampDown)
            {
                _alpha -= _blinkTick;
            }
            else
            {
                _alpha += _blinkTick;
            }
        }
Example #2
0
        protected virtual void TileBreath(Material material)
        {
            if (_alpha < float.Epsilon)
            {
                _alpha = 0f;
                _alphaRampDirection = AlphaRampDirection.AlphaRampUp;
            }
            if (_alpha >= 1f)
            {
                _alpha = 1f;
                _alphaRampDirection = AlphaRampDirection.AlphaRampDown;
            }

            var matColor = material.color;

            matColor.a     = _alpha;
            material.color = matColor;

            if (_alphaRampDirection == AlphaRampDirection.AlphaRampDown)
            {
                _alpha -= TickAlphaQuantum;
            }
            else
            {
                _alpha += TickAlphaQuantum;
            }
        }