public void StartTransitionToAnvil() { GameManager.instance.worldState = WorldState.TransitioningToAnvil; timer = 0f; directionalLightIntensity = directionalLight.GetComponent <Light>().intensity; spotLightIntensity = spotLight.GetComponent <Light>().intensity; transitionToAnvilState = TransitionToAnvilStates.DimDirectionalLight; }
public void TransitionToAnvil() { if (GameManager.instance.worldState == WorldState.TransitioningToAnvil) { if (transitionToAnvilState == TransitionToAnvilStates.DimDirectionalLight) { timer += Time.deltaTime; if (timer <= directionalLightTransitionTime) { directionalLightIntensity = targetDirectionalLightIntensity - (targetDirectionalLightIntensity * (timer / directionalLightTransitionTime)); directionalLight.GetComponent <Light>().intensity = directionalLightIntensity; } else { transitionToAnvilState = TransitionToAnvilStates.BrightenSpotLight; timer = 0f; } } else if (transitionToAnvilState == TransitionToAnvilStates.BrightenSpotLight) { timer += Time.deltaTime; if (timer <= spotLightTransitionTime) { spotLightIntensity = targetSpotLightIntensity * (timer / spotLightTransitionTime); spotLight.GetComponent <Light>().intensity = spotLightIntensity; } else { Debug.Log("Start Song event Risen"); startSongEvent.Raise(); } } } }