IEnumerator Chaos() { while (true) { if (gm._GameState.Value == GameState.RoomSerching) { chaos = IChaos.getChaos(intensity); } yield return(new WaitForSeconds(0.1f)); } }
private void Update() { if ((t += Time.deltaTime) > 0.1f) { t = 0; x = IChaos.getChaos(x); renderer.materials[0].SetColor("_EmissionColor", defaultColor * x); } if (active) { foreach (Renderer r in walls) { r.material.SetTextureOffset("_MainTex", new Vector2(0, y)); } yt = (yt <= 0.1f) ? yt + 0.01f : 0.1f; y += yt; } else { yt = 0; } }