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;
        }
    }
Example #2
0
 void Update()
 {
     flare.Flicker(transform.position, intensity, color);
 }