//===================================================== private void ChangeState(eWildMagicState state) { if (_currentState == state) { return; } //Debug.Log( state ); _fxPro.FogStrength = 0.0f; _fxPro.FilmGrainIntensity = 0.0f; switch (state) { case eWildMagicState.BAD: _fxPro.BloomEnabled = false; _fxPro.ColorEffectsEnabled = true; StartCoroutine(TansistionTo(false, 0.0f, true, 1.0f, true, 0.5f, true, 0.5f)); break; case eWildMagicState.NEUTRAL: _fxPro.BloomEnabled = true; _fxPro.ColorEffectsEnabled = true; StartCoroutine(TansistionTo(true, 0.99f, true, 0.5f, true, 0.25f, true, 0.25f)); break; case eWildMagicState.GOOD: _fxPro.BloomEnabled = true; _fxPro.ColorEffectsEnabled = true; StartCoroutine(TansistionTo(true, 0.9f, true, 0.35f, true, 0.0f, true, 0.0f)); break; } _previousState = _currentState; _currentState = state; _fxPro.Init(false); }
//===================================================== void Awake() { _fxPro = transform.GetComponent <FxPro>(); _previousState = _currentState = eWildMagicState.NULL; }