private void ProgressAnimation() { _alpha -= _alphaDecay * Time.deltaTime; _newColor = new Color(_playerColor.r, _playerColor.g, _playerColor.b, _alpha); _renderer.color = _newColor; if (Time.time >= (_timeActivated + _activeTime)) { _pool.AddToPool(this); } }
public virtual void Update() { // Reduce alpha value. alpha -= alphaDecay * Time.deltaTime; color = new Color(1f, 1f, 1f, alpha); spriteRenderer.color = color; // Add game object back to pool. if (Time.time >= (timeActivated + activeTime)) { afterImagePool.AddToPool(gameObject); } }
private void Update() { if (isFirstTime == true) { return; } alpha -= alphaDecay * Time.deltaTime; color = new Color(1f, 1f, 1f, alpha); playerPoolRender.color = color; if (Time.time >= (timeActivated + activeTime)) { poolPlayer.AddToPool(this.gameObject); } }