Example #1
0
    void Update()
    {
        switch (phase) {
        case GlowingPhase.GETTING_BIGGER:
            size += Time.deltaTime*flashduration;

            if (style == GlowingStyle.FADE_AND_FLASH || style == GlowingStyle.FADE) {
                fade += Time.deltaTime/2;
            }

            if (size >= 0.5f) {
                size = 0.5f;
                phase = GlowingPhase.MOVING;
            }
            break;
        case GlowingPhase.MOVING:
            pos += Time.deltaTime*flashduration;
            if (pos >= 1f) {
                pos = 1f;
                phase = GlowingPhase.GETTING_SMALLER;
            }
            break;
        case GlowingPhase.GETTING_SMALLER:
            size -= Time.deltaTime*flashduration;

            if (style == GlowingStyle.FADE_AND_FLASH || style == GlowingStyle.FADE) {
                fade -= Time.deltaTime/2;
            }

            if (size <= 0f) {
                size = 0f;
                phase = GlowingPhase.WAITING;
            }
            break;
        case GlowingPhase.WAITING:
            pos = 0f;
            size = 0f;
            if (style == GlowingStyle.FADE_AND_FLASH || style == GlowingStyle.FADE) {
                fade = 0f;
            }

            time_since_last_glow += Time.deltaTime;
            if (time_since_last_glow > speed) {
                time_since_last_glow = 0f;
                phase = GlowingPhase.GETTING_BIGGER;
            }

            break;
        }

        shader.SetFloat ("_ShineLocation", pos);
        shader.SetFloat ("_ShineWidth", size);

        if (style == GlowingStyle.FADE_AND_FLASH || style == GlowingStyle.FADE) {
            shader.SetColor ("_Color", new Color(1,1,1,fade));
        }
    }
Example #2
0
    void Update()
    {
        switch (phase)
        {
        case GlowingPhase.GETTING_BIGGER:
            size += Time.deltaTime * flashduration;

            if (style == GlowingStyle.FADE_AND_FLASH || style == GlowingStyle.FADE)
            {
                fade += Time.deltaTime / 2;
            }

            if (size >= 0.5f)
            {
                size  = 0.5f;
                phase = GlowingPhase.MOVING;
            }
            break;

        case GlowingPhase.MOVING:
            pos += Time.deltaTime * flashduration;
            if (pos >= 1f)
            {
                pos   = 1f;
                phase = GlowingPhase.GETTING_SMALLER;
            }
            break;

        case GlowingPhase.GETTING_SMALLER:
            size -= Time.deltaTime * flashduration;

            if (style == GlowingStyle.FADE_AND_FLASH || style == GlowingStyle.FADE)
            {
                fade -= Time.deltaTime / 2;
            }

            if (size <= 0f)
            {
                size  = 0f;
                phase = GlowingPhase.WAITING;
            }
            break;

        case GlowingPhase.WAITING:
            pos  = 0f;
            size = 0f;
            if (style == GlowingStyle.FADE_AND_FLASH || style == GlowingStyle.FADE)
            {
                fade = 0f;
            }

            time_since_last_glow += Time.deltaTime;
            if (time_since_last_glow > speed)
            {
                time_since_last_glow = 0f;
                phase = GlowingPhase.GETTING_BIGGER;
            }

            break;
        }

        shader.SetFloat("_ShineLocation", pos);
        shader.SetFloat("_ShineWidth", size);

        if (style == GlowingStyle.FADE_AND_FLASH || style == GlowingStyle.FADE)
        {
            shader.SetColor("_Color", new Color(1, 1, 1, fade));
        }
    }