private void Animate() { Vector4 whiteVector = VectorColor.ColorToVector(Color.white); sRenderer.color = VectorColor.VectorToColor(whiteVector * (1 - timer.timePassed / fadeoutTime)); if (timer.ready) { Destroy(gameObject); } }
void Animate() { float timePassed = triggerTimer.timePassed; float cosArg; if (timePassed > speedUpAnimationStartTime) { cosArg = 2 * Mathf.PI * (speedUpAnimationStartTime * triggeredAnimationSpeedStart + (speedUpAnimationStartTime - timePassed) * triggeredAnimationSpeedEnd); } else { cosArg = 2 * Mathf.PI * timePassed * triggeredAnimationSpeedStart; } float fraction = 1 - Mathf.Cos(cosArg); Vector4 newColorVector = colorVector + (triggeredColorVector - colorVector) * fraction; sRenderer.color = VectorColor.VectorToColor(newColorVector); }
void Start() { Rigidbody2D[] rbs = FindObjectsOfType <Rigidbody2D>(); foreach (var rb in rbs) { if (rb.GetComponent <PlayerMover>() == null) { Add(rb); } } Creator creator = FindObjectOfType <Creator>(); creator.Event += Add; GameObject worldSpriteRenderer = new GameObject(); effectRenderer = worldSpriteRenderer.AddComponent <SpriteRenderer>(); effectRenderer.sortingOrder = 2; effectRenderer.sprite = effectSprite; effectRenderer.color = VectorColor.VectorToColor(whiteVector); colorVector = VectorColor.ColorToVector(effectColor); whiteVector = VectorColor.ColorToVector(new Color(1, 1, 1, 0)); }
private void ChangeWorldColor(Vector4 target) { effectRenderer.color = VectorColor.VectorToColor(Vector4.Lerp(effectRenderer.color, target, Time.deltaTime / base.speedUpSpeed)); }
protected virtual void DamageAnimation() { spriteRenderer.color = VectorColor.VectorToColor(Vector4.Lerp(spriteRenderer.color, colorVector, 2 * Time.deltaTime / invincibilityTime)); }