// Update is called once per frame void Update() { float velocity = 0; float radius = lightMask.Radius; if (Time.time > flickerTime) { /*if(radius >= maxRadius) * radius = Mathf.SmoothDamp(radius, 0, ref velocity, FlickerCooldown); * else if(radius <= 0) * radius = Mathf.SmoothDamp(radius, maxRadius, ref velocity, FlickerCooldown);*/ lightMask = LightManager.Instance.CreateLight(transform.position, LightPower); flickerTime = Time.time + FlickerCooldown; } }
public void DestroyLight(LightMask light) { _objectPool.DestroyObject(light); }
// Use this for initialization void Start() { lightMask = LightManager.Instance.CreateLight(transform.position, LightPower); flickerTime = Time.time + FlickerCooldown; }
public Bitmap GetLightImage() { if (LightImage == null) { LightMask Mask = new LightMask(Image); LightImage = Mask.Image; if (LightImage != null) { LightWidth = (short)Mask.Image.Width; LightHeight = (short)Mask.Image.Height; LightColor = AverageColorFromTexture(); LightX = (short)(Mask.OffsetX + X); LightY = (short)(Mask.OffsetY + Y); //LightFBytes = ConvertBitmapToArray(Mask.Image); } else { LightWidth = 0; LightHeight = 0; LightFBytes = new byte[0]; LightColor = Color.White; } Mask = null; } return LightImage; }