private void Start() { _lifeMask = renderer.material.GetTexture("_DisplacementMask"); _lifeShrink = renderer.material.GetFloat("_DefaultShrink"); _lifeNormalPush = renderer.material.GetFloat("_NormalPush"); _lifeShrinkFacesAmplitude = renderer.material.GetFloat("_Shrink_Faces_Amplitude"); _state = Enum.GetValues(typeof(BlinkingState)).Random <BlinkingState>(); if (_state == BlinkingState.Invisible) { TransitionToInvisible(); } else if (_state == BlinkingState.Visible) { TransitionToVisible(); } else if (_state == BlinkingState.Growing) { TransitionToGrowing(); } else if (_state == BlinkingState.Shrinking) { TransitionToShrinking(); } _t = (float)Rng.Dbl(); }
private void TransitionToInvisible() { renderer.material.SetTexture("_DisplacementMask", deathMask); renderer.material.SetFloat("_DefaultShrink", _deathShrink); renderer.material.SetFloat("_NormalPush", _deathNormalPush); renderer.material.SetFloat("_Shrink_Faces_Amplitude", _deathShrinkFacesAmplitude); _state = BlinkingState.Invisible; _t = 0; }