void OnTriggerExit(Collider col) { if (!col.CompareTag("Player")) { return; } StopAllCoroutines(); GetComponent <Renderer>().material.SetVector("_Wind", desiredWind); //renderer.material.SetFloat("_WindEdgeFlutter", desiredFactor); //renderer.material.SetFloat("_WindEdgeFlutterFreqScale", desiredFreq); StartCoroutine(Coroutines.ChangeValue(0f, 1f, duration, attenTime, ChangeWind, null)); //StartCoroutine(Reset(duration, attenTime)); }