void Update() { if (Input.GetKeyDown(KeyCode.P)) { Debug.Log("KEYDOWN"); GameObject go = new GameObject(); go.transform.position = Player.Instance.transform.position; AddEffect(ScalingRing.CreateComponent(go, 1.0f, true, 0.0f, 1.0f)); //this.BlitAtPosition(GroundShadingManager.WorldToUVSpace(go.transform.position), 1.0f, false); } //update effects foreach (var effect in m_Effects) { if (effect == null) { continue; } effect.UpdateEffect(Time.deltaTime); } //foreach (var ctrl in m_GroundShaders) //{ // //blit player // ctrl.BlitGraphicToUVPosition(m_RadialGraphic, playerPos, Mathf.Max(Player.Instance.VelocityNormalised + 0.5f, 0.75f), !Input.GetKey(KeyCode.Space)); // //ctrl.BlitAtPosition(playerPos, 0.25f, false); // //blit effects //} }
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)); }