private void Start() { if (currentFlips < flipCountActivate) { GetComponent <Transition>().enabled = false; GetComponent <Renderer>().enabled = false; } player = Toolbox.Instance.GetPlayer(); Material material = GetComponent <Renderer>().material; visibleInlaser = ShaderUtility.ShaderIsLaser(material); }
public bool GetTransitioning() { if (!mRenderer) { return(false); } mRenderer.GetPropertyBlock(_propBlock); float currentTransitionState = _propBlock.GetFloat("_TransitionState"); if (Toolbox.Instance.PlayerInReal() && ShaderUtility.ShaderIsReal(material) && (currentTransitionState < .001f) || Toolbox.Instance.PlayerInLaser() && ShaderUtility.ShaderIsLaser(material) && (currentTransitionState > .999f) || (!ShaderUtility.ShaderIsReal(material) && !ShaderUtility.ShaderIsLaser(material))) { return(false); } return(true); }