public void InitEffect(SupplyEffectSettingsComponent settings) { this.animationPlayer = new SupplyAnimationPlayer(this.animator, AnimationParameters.DAMAGE_ACTIVE); this.mainMaterial = TankMaterialsUtil.GetMainMaterial(this.renderer); this.ddDetailsMaterial = TankMaterialsUtil.GetMaterialForDoubleDamageDetails(this.renderer); this.soundEffect.Init(base.transform); this.usualEmissionColor = this.mainMaterial.GetColor("_EmissionColor"); this.smoothHeater = !settings.LightIsEnabled ? new SmoothHeater(this.burningTimeInMs, this.ddDetailsMaterial, this) : new SmoothHeaterLighting(this.burningTimeInMs, this.ddDetailsMaterial, this, this.light); this.prepared = true; }
private void Awake() { this.effectInstances = SupplyEffectUtil.InstantiateEffect(this.effectPrefab, this.effectPoints); this.animationPlayer = new SupplyAnimationPlayer(base.GetComponent <Animator>(), AnimationParameters.ARMOR_ACTIVE); this.soundEffect.Init(base.transform); if (this.changeEmission) { this.mainMaterial = TankMaterialsUtil.GetMainMaterial(this.renderer); this.usualEmissionColor = this.mainMaterial.GetColor("_EmissionColor"); } }