// Update is called once per frame
	void Update () {

        if (actualQuality != QualitySettings.GetQualityLevel())
            qualityChanges();

        if (Camera.current != null && Camera.current == Camera.main)
        {
            //float ratioValue = (-0.0028f * Camera.current.transform.position.z) + 0.0089f;
            float ratioValue = (-0.0028f * Camera.current.transform.position.z) + 0.0111f;

            ratioValue *= 100f;
            ratioValue = Mathf.Floor(ratioValue);
            ratioValue /= 100f;

            if (ratioValue < 0.05f)
                ratioValue = 0.05f;

            if (occlusion.m_Radius != ratioValue)
                occlusion.m_Radius = ratioValue;

        }

        switch(phase)
        {
            case noisephase.GROW:
                if (noiseAndGrain.intensityMultiplier < 1.25f)
                    noiseAndGrain.intensityMultiplier += 0.5f * Time.deltaTime;
                else
                {
                    nextPhase = Time.time + Random.Range(1.0f, 5.0f);
                    phase = noisephase.WAIT_UP;
                }
                break;

            case noisephase.WAIT_UP:
                if (Time.time >= nextPhase)
                    phase = noisephase.NARROW;
                break;

            case noisephase.NARROW:
                float value = noiseAndGrain.intensityMultiplier - (0.5f * Time.deltaTime);
                if (value > 0)
                    noiseAndGrain.intensityMultiplier = value;
                else
                {
                    nextPhase = Time.time + Random.Range(2.0f, 10.0f);
                    phase = noisephase.WAIT_DOWN;
                }
                break;

            case noisephase.WAIT_DOWN:
                if (Time.time >= nextPhase)
                    phase = noisephase.GROW;
                break;
        }
	}
Example #2
0
    // Update is called once per frame
    void Update()
    {
        if (actualQuality != QualitySettings.GetQualityLevel())
        {
            qualityChanges();
        }

        if (Camera.current != null && Camera.current == Camera.main)
        {
            //float ratioValue = (-0.0028f * Camera.current.transform.position.z) + 0.0089f;
            float ratioValue = (-0.0028f * Camera.current.transform.position.z) + 0.0111f;

            ratioValue *= 100f;
            ratioValue  = Mathf.Floor(ratioValue);
            ratioValue /= 100f;

            if (ratioValue < 0.05f)
            {
                ratioValue = 0.05f;
            }

            if (occlusion.m_Radius != ratioValue)
            {
                occlusion.m_Radius = ratioValue;
            }
        }

        switch (phase)
        {
        case noisephase.GROW:
            if (noiseAndGrain.intensityMultiplier < 1.25f)
            {
                noiseAndGrain.intensityMultiplier += 0.5f * Time.deltaTime;
            }
            else
            {
                nextPhase = Time.time + Random.Range(1.0f, 5.0f);
                phase     = noisephase.WAIT_UP;
            }
            break;

        case noisephase.WAIT_UP:
            if (Time.time >= nextPhase)
            {
                phase = noisephase.NARROW;
            }
            break;

        case noisephase.NARROW:
            float value = noiseAndGrain.intensityMultiplier - (0.5f * Time.deltaTime);
            if (value > 0)
            {
                noiseAndGrain.intensityMultiplier = value;
            }
            else
            {
                nextPhase = Time.time + Random.Range(2.0f, 10.0f);
                phase     = noisephase.WAIT_DOWN;
            }
            break;

        case noisephase.WAIT_DOWN:
            if (Time.time >= nextPhase)
            {
                phase = noisephase.GROW;
            }
            break;
        }
    }