void FlareHandling_LowerAndRougher() { // for LowerAndRougher, event beginnings and proceedings are all handled by a GrownAndFade in this method // ( event beginnings are not determined by geyser collisions ) // growAndFade values are for ampLocal; scale light intensity from that - whereas above its the opposite // growAndFade must run constantly aud_ampLocal = lowerAndRougher_growAndFade.ReturnCurrentValue(flare_lowerAndRougher_growAndFade_initStayPut, false, mx_flare_lowerAndRougher_growAndFade_targetGrowRange, mx_flare_lowerAndRougher_growAndFade_targetFadeRange, mx_flare_lowerAndRougher_growAndFade_durToGrowRange, mx_flare_lowerAndRougher_growAndFade_durToFadeRange, mx_flare_lowerAndRougher_growAndFade_durToStayGrownRange, mx_flare_lowerAndRougher_growAndFade_durToStayFadedRange); // DESIGN prevent CPU overload... // only start flare if numBusyFlares is below the max num allowed if (lowerAndRougher_growAndFade._fadedAndStayingPutClick == true) { if (lightDiscs_numBusyFlare_script.lightDiscs_numBusyFlare < mx_flare_lowerAndRougher_maxNumFlares) { StartLightFlareSwell_LowerAndRougher(); busyFlare = true; } else { // mute poly aud_lightFlareEvent_end = true; busyFlare = false; } } if (busyFlare == true) { lightComponent.intensity = Scale(aud_ampLocal, 0f, 1f, lightFlareEvent_intensityRange_lowerAndRougher[0], lightFlareEvent_intensityRange_lowerAndRougher[1]); } }
//*********************** void Void_UpsideDownReveal_OnOff() { // here's a nice coordination between OnOffTrackerWeighted and GrowAndFade // we get the onDur and divide it into the proportions we want for grow, stay, and fade void_upsideDownReveal_onOffCn = void_upsideDownReveal_onOffTracker.Return_OnOff_Cn(void_upsideDownReveal_initOn, mx_void_upsideDownReveal_on_shorter_durRange, mx_void_upsideDownReveal_on_longer_durRange, mx_void_upsideDownReveal_prob_onLonger, mx_void_upsideDownReveal_off_shorter_durRange, mx_void_upsideDownReveal_off_longer_durRange, mx_void_upsideDownReveal_prob_offLonger, 1f); void_upsideDownReveal_on = void_upsideDownReveal_onOffCn.on; if (void_upsideDownReveal_on == true) { if (void_upsideDownReveal_onOffCn.onClick == true) { void_upsideDownReveal_eventOnDur = void_upsideDownReveal_onOffCn.onDur; void_upsideDownReveal_growAndFade = new GrowAndFade(); // just make sure all adds to 1. void_upsideDownReveal_growDur = void_upsideDownReveal_eventOnDur * .35f; void_upsideDownReveal_stayDur = void_upsideDownReveal_eventOnDur * .15f; void_upsideDownReveal_fadeDur = void_upsideDownReveal_eventOnDur * .5f; void_upsideDownReveal_prerecorded_playPos = Random.Range(0, void_upsideDownReveal_prerecorded_brownianBufferDur); void_upsideDownReveal_transp = Random.Range(mx_void_upsideDownReveal_transpRange[0], mx_void_upsideDownReveal_transpRange[1]); } void_upsideDownReveal_ampLocal = void_upsideDownReveal_growAndFade.ReturnCurrentValue(false, false, new Vector2(.7f, 1f), Vector2.one * 0, Vector2.one * void_upsideDownReveal_growDur, Vector2.one * void_upsideDownReveal_fadeDur, Vector2.one * void_upsideDownReveal_stayDur, Vector2.one * 0f); } }
void Update() { // init: grow, don't stay put currentValue = growAndFade.ReturnCurrentValue(false, false, targetGrowRange, targetFadeRange, durToGrowRange, durToFadeRange, durToStayGrownRange, durToStayFadedRange); Debug.Log(currentValue); }
// run once per frame void Update() { tentacle_height = growAndFade.ReturnCurrentValue(start_hold, start_grow, targetGrow, durToGrow, targetFade, durToFade, durToHoldGrown, durToHoldFaded); }