// Update is called once per frame public override void UpdateEffect(float deltaTime) { base.UpdateEffect(deltaTime); float currentScale = m_StartScale + (m_EndScale - m_StartScale) * (m_Time / m_LifeTime); GroundShadingManager.Instance.BlitEffectAtPosition(EffectTypes.GROWING_RING, GroundShadingManager.WorldToUVSpace(this.transform.position), currentScale, b_Fade); }
// Use this for initialization void Start() { m_Type = EffectTypes.SPOT; GroundShadingManager.Instance.BlitEffectAtPosition(GroundFX.EffectTypes.SPOT, GroundShadingManager.WorldToUVSpace(this.transform.position), 2.0f, b_Fade); Destroy(this.gameObject, m_LifeTime); }