void Update() { multiplier *= 0.2f; if (multiplier > 0) { em.enabled = true; em.rateOverTimeMultiplier = rate * multiplier; ParticleSystem.MinMaxCurve z = vl.z; z.constantMax = speedMax * multiplier; z.constantMin = speedMin * multiplier; vl.z = z; flare.Flicker(transform.position, multiplier * 0.5f, color); } else { em.enabled = false; } }
void Update() { flare.Flicker(transform.position, intensity, color); }