void Update() { FadeImage.color = UIFader.GetUIColor(); if (UIFader.isFaded) { FadeImage.raycastTarget = false; } }
void Update() { if (inputControl.HasInputs()) { UseItemKey = inputControl.GetInput("Flashlight"); } CanReload = oilPercentage < canReloadPercent; if (Inventory.CheckItemIDInventory(lanternInventoryID) && switcher.currentLightObject == switcherID) { if (Input.GetKeyDown(UseItemKey) && !anim.isPlaying && !isPressed) { if (!isSelected && switcher.currentItem != switcherID) { switcher.selectItem(switcherID); } else { Deselect(); } isPressed = true; } else if (isPressed) { isPressed = false; } } if (isSelected) { if (oilPercentage > 0) { oilPercentage -= Time.deltaTime * (100 / oilLifeInSec); if (oilPercentage <= reductionFactor) { reduceIntensity -= lightReductionRate / 100; reductionFactor -= lightReductionRate; StartCoroutine(Reduce()); int spriteInt = Mathf.RoundToInt(reductionFactor + lightReductionRate); currentSprite = spritePrefix + spriteInt; } } OilSprite.sprite = Resources.Load <Sprite>("Icons/OilPercentagle/" + currentSprite); } else { if (!isSelecting) { LanternLight.gameObject.SetActive(false); LanternGO.SetActive(false); } } if (showSprite) { OilSprite.color = UIFader.GetUIColor(); } oilPercentage = Mathf.Clamp(oilPercentage, 0, 100); reductionFactor = Mathf.Clamp(reductionFactor, 0, 100); LanternLight.transform.GetChild(0).GetComponent <MeshRenderer>().material.SetColor("_TintColor", FlameTint); }
void Update() { if (inputManager.HasInputs()) { UseItemKey = inputManager.GetInput("Flashlight"); } CanReload = batteryPercentage < canReloadPercent; if (inventory.CheckItemIDInventory(FlashlightInventoryID) && !isReloading && switcher.currentLightObject == switcherID) { if (Input.GetKeyDown(UseItemKey) && !AnimationComp.isPlaying && !isPressed) { if (!isSelected && switcher.currentItem != switcherID) { switcher.selectItem(switcherID); } else { Deselect(); } isPressed = true; } else if (isPressed) { isPressed = false; } } if (isSelected) { BatterySprite.color = UIFader.GetUIColor(); } if (isOn) { LightObject.enabled = true; batteryPercentage -= Time.deltaTime * (100 / batteryLifeInSec); } else { LightObject.enabled = false; } batteryPercentage = Mathf.Clamp(batteryPercentage, 0, 100); if (batteryPercentage > 95.0f) { BatterySprite.sprite = BatterySprites.Battery_100; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 1, Time.deltaTime); } else if (batteryPercentage <= 95.0f && batteryPercentage > 90.0f) { BatterySprite.sprite = BatterySprites.Battery_95; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.95f, Time.deltaTime); } else if (batteryPercentage <= 90.0f && batteryPercentage > 85.0f) { BatterySprite.sprite = BatterySprites.Battery_90; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.9f, Time.deltaTime); } else if (batteryPercentage <= 85.0f && batteryPercentage > 80.0f) { BatterySprite.sprite = BatterySprites.Battery_85; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.85f, Time.deltaTime); } else if (batteryPercentage <= 80.0f && batteryPercentage > 75.0f) { BatterySprite.sprite = BatterySprites.Battery_80; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.8f, Time.deltaTime); } else if (batteryPercentage <= 75.0f && batteryPercentage > 70.0f) { BatterySprite.sprite = BatterySprites.Battery_75; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.75f, Time.deltaTime); } else if (batteryPercentage <= 70.0f && batteryPercentage > 65.0f) { BatterySprite.sprite = BatterySprites.Battery_70; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.7f, Time.deltaTime); } else if (batteryPercentage <= 65.0f && batteryPercentage > 60.0f) { BatterySprite.sprite = BatterySprites.Battery_65; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.65f, Time.deltaTime); } else if (batteryPercentage <= 60.0f && batteryPercentage > 55.0f) { BatterySprite.sprite = BatterySprites.Battery_60; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.6f, Time.deltaTime); } else if (batteryPercentage <= 55.0f && batteryPercentage > 50.0f) { BatterySprite.sprite = BatterySprites.Battery_55; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.55f, Time.deltaTime); } else if (batteryPercentage <= 50.0f && batteryPercentage > 45.0f) { BatterySprite.sprite = BatterySprites.Battery_50; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.5f, Time.deltaTime); } else if (batteryPercentage <= 45.0f && batteryPercentage > 40.0f) { BatterySprite.sprite = BatterySprites.Battery_45; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.45f, Time.deltaTime); } else if (batteryPercentage <= 40.0f && batteryPercentage > 35.0f) { BatterySprite.sprite = BatterySprites.Battery_40; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.4f, Time.deltaTime); } else if (batteryPercentage <= 35.0f && batteryPercentage > 30.0f) { BatterySprite.sprite = BatterySprites.Battery_35; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.35f, Time.deltaTime); } else if (batteryPercentage <= 30.0f && batteryPercentage > 25.0f) { BatterySprite.sprite = BatterySprites.Battery_30; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.3f, Time.deltaTime); } else if (batteryPercentage <= 25.0f && batteryPercentage > 20.0f) { BatterySprite.sprite = BatterySprites.Battery_25; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.25f, Time.deltaTime); } else if (batteryPercentage <= 20.0f && batteryPercentage > 15.0f) { BatterySprite.sprite = BatterySprites.Battery_20; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.2f, Time.deltaTime); } else if (batteryPercentage <= 15.0f && batteryPercentage > 10.0f) { BatterySprite.sprite = BatterySprites.Battery_15; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.15f, Time.deltaTime); } else if (batteryPercentage <= 10.0f && batteryPercentage > 5.0f) { BatterySprite.sprite = BatterySprites.Battery_10; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.1f, Time.deltaTime); } else if (batteryPercentage <= 5.0f && batteryPercentage > 1.0f) { BatterySprite.sprite = BatterySprites.Battery_5; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0.05f, Time.deltaTime); } else if (batteryPercentage <= 1.0f) { BatterySprite.color = Color.red; BatterySprite.sprite = BatterySprites.Battery_0_red; LightObject.intensity = Mathf.Lerp(LightObject.intensity, 0, Time.deltaTime * 2); } }