Пример #1
0
    // Update is called once per frame
    void Update()
    {
        // If we are currently applying a tint...
        if (_tintState != TintFlashState.NoTint)
        {
            // Modify it by the current rate of change and apply it
            _tintColor.a = Mathf.Clamp01(_tintColor.a + _tintSpeed * Time.deltaTime);
            _material.SetColor(TintProperty, _tintColor);
        }

        switch (_tintState)
        {
        case TintFlashState.IncreasingTint:
            // If we are currently increasing the tint, stop when it reaches 1
            if (_tintColor.a >= 1)
            {
                // When it has reached 1, start decreasing the tint again
                _tintState = TintFlashState.RemovingTint;
                _tintSpeed = -_tintSpeed;
            }
            break;

        case TintFlashState.RemovingTint:
            // If we are currently decreasing the tint, stop when it reaches 0
            if (_tintColor.a <= 0)
            {
                _tintState = TintFlashState.NoTint;
                _tintSpeed = 0;
            }
            break;
        }
    }
Пример #2
0
    /**
     * Applies a tint for a fixed duration. The intensity of the tint will rise to maximum until the half time of the
     * duration. Afterwards it decreases to zero.
     */
    public void FlashTint(Color tintColor, float duration)
    {
        _tintColor   = tintColor;
        _tintColor.a = 0; // The alpha value controls the intensity of the tint in this shader. Start with no tint.

        // Compute a rate of change of tint so that maximum tint is reached halfway of the duration.
        _tintSpeed = 1 / (duration / 2);

        _tintState = TintFlashState.IncreasingTint;
    }