Пример #1
0
    void Update()
    {
        ScaledDuring += Time.deltaTime;

        float newScale = RangeMapper.MapToQuad(ScaledDuring / ScaleDuration);

        Utils.SetGOScale(gameObject, newScale);
    }
Пример #2
0
    void Update()
    {
        float currentOpacity = Renderer.color.a;
        float newOpacity     = 1;

        if (ShouldntDespawn())
        {
            FadedDuring = 0;
        }
        else
        {
            if (newOpacity <= 0)
            {
                FireOnDespawn();
                Destroy(gameObject);
            }
            FadedDuring += Time.deltaTime;

            float linearX = FadedDuring / FadeDuration;

            /*
             * Makes sure that if the update was slow the mapper still receives
             * a value capped to 0-1 (just started to completed) range
             */
            if (linearX > 1)
            {
                linearX = 1;
            }
            newOpacity = 1 - RangeMapper.MapToQuadReflection(linearX);

            Color newColor = Renderer.color;
            newColor.a = newOpacity;

            Renderer.color = newColor;
        }
    }