private void FlickerOnNextFrame() { //float randomModifier = Random.Range(1, GameStateController.GetCurrentFrame() + 1); float length = 0.5f; int amount = 4; float delay = Random.Range(1f, 3f); if (GameStateController.GetCurrentFrame() % 2 == 0 && GameStateController.GetCurrentFrame() <= 6) // 2, 4, 6 - flicker and turn off { TurnOffRandom(length, amount, delay); } else if (GameStateController.GetCurrentFrame() == 7 || GameStateController.GetCurrentFrame() == 8) // 8 & 9 - flicker and turn off random { int index; for (int i = 0; i < 10; i++) { index = Random.Range(0, 9); if (lights[index].IsLightOn()) { FlickerLight(index, length, amount, delay, true); break; } } } else // Odd - flicker { FlickerRandomLight(length, amount, delay); } }
private void Start() { GameStateController._instance.m_NewFrame.AddListener(() => { if (GameStateController.GetCurrentFrame() == frameNumber) { dispenser.MoveBall(ball); } }); }
private void Start() { foreach (MeshRenderer ball in balls) { ball.sharedMaterial.SetFloat("Vector1_75BF3378", 0f); } GameStateController._instance.m_NewFrame.AddListener(() => { /*foreach(MeshRenderer ball in balls) { * ball.sharedMaterial.SetFloat("Vector1_75BF3378", GameStateController.GetCurrentFrame() * distortionRate); * }*/ distortionRate = GameStateController.GetCurrentFrame() * 0.1f; }); }
private IEnumerator SpawnBloodFunc() { while (true) { if (GameStateController.GetCurrentFrame() >= frameNumber) // In frame { if ((onScore && PlayerController.lookingAt == 2) || // Looking at score screen (onThrow && PlayerController.lookingAt == 0)) // Looking at throw { foreach (GameObject obj in blood) { obj.SetActive(true); } } } yield return(new WaitForSeconds(0.1f)); } }