public void Awake() { Instance = this; }
public static string Enum_TimeDelay_ToString(TimeDelay v) { switch (v) { case TimeDelay.aDelayed: return "Delayed"; case TimeDelay.aNotDelayed: return "NotDelayed"; } return ""; }
public BlyncLightInstruction(BlyncLightColor color, TimeDelay displayTime) { Color = color; DisplayTime = displayTime; }
public void FadeOut(float time) { blackImg.CrossFadeAlpha(0, time, true); TimeDelay.SetTimeout(() => { blackUI.SetActive(false); }, time); }
void Awake() { inst = this; }
private void Start() { DestoryDelay = GetComponent <ParticleSystem>().main.duration; //add 1 seconds to fade away TimeDelay.SetTimeout(() => { Destroy(gameObject); }, DestoryDelay + 1f); }