// Update is called once per frame public override void UpdateEffect(float deltaTime) { base.UpdateEffect(deltaTime); float currentScale = m_StartScale + (m_EndScale - m_StartScale) * (m_Time / m_LifeTime); GroundShadingManager.Instance.BlitEffectAtPosition(EffectTypes.GROWING_RING, GroundShadingManager.WorldToUVSpace(this.transform.position), currentScale, b_Fade); }
void OnTriggerEnter(Collider col) { var go = new GameObject(); go.transform.position = this.transform.position; GroundShadingManager.AddEffect(ScalingRing.CreateComponent(go, 0.5f, false, 0.1f, 3.0f)); go = new GameObject(); go.transform.position = this.transform.position; GroundShadingManager.AddEffect(ScalingRing.CreateComponent(go, 0.5f, true, 0.1f, 3.2f)); }
void Awake() { if (m_Instance != null) { Debug.LogWarning("Multiple GroundShadingManager deleted."); Destroy(this); } m_Instance = this; }
// Use this for initialization void Start() { GroundShadingManager.RegisterSelf(this); }
// Use this for initialization void Start() { m_Type = EffectTypes.SPOT; GroundShadingManager.Instance.BlitEffectAtPosition(GroundFX.EffectTypes.SPOT, GroundShadingManager.WorldToUVSpace(this.transform.position), 2.0f, b_Fade); Destroy(this.gameObject, m_LifeTime); }