public virtual void ChangeAimingCubeState(AimingRedDotState _newState) { if (_newState == AimingRedDotState.Following) { aimingCube1_Transform.gameObject.SetActive(true); aimingCube2_Transform.gameObject.SetActive(true); aimingCube1_Renderer.material.color = followingAimingColor; aimingCube1_Renderer.material.SetColor("_EmissionColor", followingAimingColor * followingAimingColorIntensity); aimingCube2_Renderer.material.color = followingAimingColor; aimingCube2_Renderer.material.SetColor("_EmissionColor", followingAimingColor * followingAimingColorIntensity); } else if (_newState == AimingRedDotState.Locking) { aimingCube1_Transform.gameObject.SetActive(true); aimingCube2_Transform.gameObject.SetActive(true); aimingCube1_Renderer.material.color = lockingAimingColor; aimingCube1_Renderer.material.SetColor("_EmissionColor", lockingAimingColor * lockingAimingColorIntensity); aimingCube2_Renderer.material.color = lockingAimingColor; aimingCube2_Renderer.material.SetColor("_EmissionColor", lockingAimingColor * lockingAimingColorIntensity); } else if (_newState == AimingRedDotState.NotVisible) { aimingCube1_Transform.gameObject.SetActive(false); aimingCube2_Transform.gameObject.SetActive(false); } aimingCubeState = _newState; }
public virtual void ChangeAimingRedDotState(AimingRedDotState _newState) { if (_newState == AimingRedDotState.Following) { aimingRedDotRenderer.material.color = followingAimingColor; aimingRedDotRenderer.material.SetColor("_EmissionColor", followingAimingColor * followingAimingColorIntensity); aimingRedDotTransform.localScale = aimingRedDotDefaultScale; forwardPredictionRatio = defaultForwardPredictionRatio + UnityEngine.Random.Range(minMaxRandomRangePredictionRatio.x, minMaxRandomRangePredictionRatio.y); } else if (_newState == AimingRedDotState.Locking) { aimingRedDotRenderer.material.color = lockingAimingColor; aimingRedDotRenderer.material.SetColor("_EmissionColor", lockingAimingColor * lockingAimingColorIntensity); aimingRedDotTransform.localScale = aimingRedDotLockedScale; } else if (_newState == AimingRedDotState.NotVisible) { aimingRedDotTransform.localScale = Vector3.zero; } aimingRedDotState = _newState; }