void FinishWarp() { ShowBody(true); swordControl.Return(); aimControl.LockInterface(false); impulse.GenerateImpulse(Vector3.right); StartCoroutine(swordControl.HideSword()); StartCoroutine(Animations()); DOVirtual.Float(9, 0, 5, GlowAmount); //Lens Distortion DOVirtual.Float(-0.8f, 0, .2f, DistortionAmount); DOVirtual.Float(2, 1, .2f, ScaleAmount); }
// Update is called once per frame void Update() { reference.position = cutPlane.GetChild(0).position; if (Input.GetButtonDown("Fire3") && !bladeMode) { swordControl.ShowSword(); SetMode(true); } else if (Input.GetButtonDown("Fire3") && bladeMode) { StartCoroutine(swordControl.HideSword()); SetMode(false); } if (bladeMode) { Quaternion forward = Camera.main.transform.rotation; forward.x = forward.z = 0; transform.rotation = Quaternion.Lerp(transform.rotation, forward, .2f); RotateCutPlane(); anim.SetFloat("x", Mathf.Clamp(reference.localPosition.x, -1, 1)); anim.SetFloat("y", Mathf.Clamp(reference.localPosition.y, -1, 1)); } }