// Update is called once per frame void Update() { var main = pulse.main; //Color float intuitionAprox; if (director.intuition >= 0.9f) { intuitionAprox = 1; } else if (director.intuition <= 0.1f) { intuitionAprox = 0; } else { intuitionAprox = director.intuition; } curColor = Color.Lerp(goodColor, badColor, intuitionAprox); main.startColor = curColor; //Speed curPulseSpeed = minPulseSpeed + (pulseSpeedRange * director.anxiety); main.simulationSpeed = curPulseSpeed; //Sound curPitch = minPitch + (pitchRange * director.anxiety); enemyBeat.SetPitch(curPitch); neutalBeat.SetPitch(curPitch); if (director.anxiety > 0.5f) { enemyBeat.SetVolume(director.intuition); neutalBeat.SetVolume(director.intuition); } else { enemyBeat.SetVolume(0.2f); neutalBeat.SetVolume(0.2f); } }
private IEnumerator FadeIn(AudioLayer layer) { float min = layer.CurrentVolume(); do { min = min + 0.1f; layer.SetVolume(min); yield return(new WaitForSeconds(fadeTime / 10)); } while (min <= 1); yield break; }