/// <summary> /// Called on script construction /// </summary> void Awake() { m_SlicedSprite = GetComponent<SlicedSprite>(); m_RigidBody = m_SlicedSprite.GetComponent<Rigidbody2D>(); m_Material = m_SlicedSprite.GetComponent<Renderer>().material; m_InitialColor = m_Material.color; }
//construct //set color fade void Awake() { m_SlicedSprite = GetComponent <SlicedSprite>(); m_RigidBody = m_SlicedSprite.GetComponent <Rigidbody2D>(); m_Material = m_SlicedSprite.GetComponent <Renderer>().material; m_InitialColor = m_Material.color; }
// Called on script construction private void Awake() { _slicedSprite = GetComponent <SlicedSprite>(); _rigidBody = _slicedSprite.GetComponent <Rigidbody2D>(); _material = _slicedSprite.GetComponent <Renderer>().material; _initialColor = _material.color; tag = "Destroy"; }
//check state //covert the fade //set fade timer void Update() { if (!m_WaitUntilStationary || m_RigidBody.velocity.sqrMagnitude < (m_StationaryVelocity * m_StationaryVelocity)) { m_Timer += Time.deltaTime; if (m_FadeTime > 0) { Color newColor = m_InitialColor; newColor.a = 1.0f - Mathf.Clamp01((m_Timer - m_FadeDelay) / m_FadeTime); m_SlicedSprite.GetComponent <Renderer>().material.color = newColor; } if ((m_Timer - m_FadeDelay) >= m_FadeTime) { Destroy(this.gameObject); } } }
// Update this instance private void Update() { if (!WaitUntilStationary || _rigidBody.velocity.sqrMagnitude < StationaryVelocity * StationaryVelocity) { _timer += Time.deltaTime; if (FadeTime > 0) { var newColor = _initialColor; newColor.a = 1.0f - Mathf.Clamp01((_timer - FadeDelay) / FadeTime); _slicedSprite.GetComponent <Renderer>().material.color = newColor; } if (_timer - FadeDelay >= FadeTime) { Destroy(gameObject); } } }