public void StartTransitionFromAnvilToDefault() { GameManager.instance.worldState = WorldState.TransitionFromAnvilToDefault; timer = 0f; directionalLightIntensity = directionalLight.GetComponent <Light>().intensity; spotLightIntensity = spotLight.GetComponent <Light>().intensity; transitionFromAnvilToDefaultState = TransitionFromAnvilToDefaultStates.DimSpotLight; }
void TransitionFromAnvilToDefault() { if (GameManager.instance.worldState == WorldState.TransitionFromAnvilToDefault) { if (transitionFromAnvilToDefaultState == TransitionFromAnvilToDefaultStates.DimSpotLight) { timer += Time.deltaTime; if (timer <= spotLightTransitionTime) { spotLightIntensity = targetSpotLightIntensity - (targetSpotLightIntensity * (timer / spotLightTransitionTime)); spotLight.GetComponent <Light>().intensity = spotLightIntensity; } else { transitionFromAnvilToDefaultState = TransitionFromAnvilToDefaultStates.BrightenDirectionalLight; timer = 0f; } } else if (transitionFromAnvilToDefaultState == TransitionFromAnvilToDefaultStates.BrightenDirectionalLight) { timer += Time.deltaTime; if (timer <= directionalLightTransitionTime) { directionalLightIntensity = targetDirectionalLightIntensity * (timer / directionalLightTransitionTime); directionalLight.GetComponent <Light>().intensity = directionalLightIntensity; } else { GameManager.instance.worldState = WorldState.Default; timer = 0f; } } } }