private void OnThresholdedAction(SongSynchronizer sender, SongSynchronizer.EventState state) { if (state == SongSynchronizer.EventState.Start) { Sequence pulseSequence = DOTween.Sequence(); pulseSequence.AppendCallback(ResetMaterial); pulseSequence.Append(_pulseEffectMaterial.DOFloat(0.5f, TintIntensity, _pulseDuration)); pulseSequence.Play(); } }
private void OnTresholdedAction(SongSynchronizer sender, SongSynchronizer.EventState state) { // We stop ParticleSystem to reset the emitting one with new properties _leaves.Stop(); _dustPS.Stop(); switch (state) { case SongSynchronizer.EventState.Start: _flags.ActionAvailable = true; _scoreState.Score = SongSynchronizer.EventScore.Ok; break; case SongSynchronizer.EventState.Mid: _scoreState.Score = SongSynchronizer.EventScore.Perfect; break; case SongSynchronizer.EventState.End: _flags.ActionAvailable = false; _scoreState.Score = SongSynchronizer.EventScore.Ok; break; } }