void Update() { colorFade.UpdateCounter(fadeTime, reticle); alphaFade.UpdateCounter(fadeTime, reticle); Color newColor = colorFade.CurrentColor(); newColor.a = alphaFade.CurrentAlpha(); reticle.GetComponent <Renderer>().material.color = newColor; }
void Update() { colorFade.UpdateCounter(fadeTime, reticle); alphaFade.UpdateCounter(fadeTime, reticle); Color newColor = colorFade.CurrentColor(); newColor.a = alphaFade.CurrentAlpha(); reticle.GetComponent <Renderer>().material.color = newColor; Camera.main.gameObject.GetComponent <PhysicsRaycaster>().eventMask = layerMask; }
void Update() { colorFade.UpdateCounter(fadeTime, pointer); alphaFade.UpdateCounter(fadeTime, pointer); if (colorFade.counter > 0f || alphaFade.counter > 0f) { Color newColor = colorFade.CurrentColor(); newColor.a = alphaFade.CurrentAlpha(); pointer.GetComponent <Renderer>().material.color = newColor; } }