gauntlet graphics
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|
|
|
@ -5,6 +5,7 @@ using DG.Tweening;
|
|||
using NaughtyAttributes.Test;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Animations.Rigging;
|
||||
|
||||
public class Glove : MonoBehaviour
|
||||
{
|
||||
|
@ -38,7 +39,7 @@ public class Glove : MonoBehaviour
|
|||
trail.time = _baseTrailTime;
|
||||
}
|
||||
|
||||
_lightIntensity = 0;
|
||||
_light.intensity = 0;
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
|
@ -48,6 +49,8 @@ public class Glove : MonoBehaviour
|
|||
|
||||
public void Pulse()
|
||||
{
|
||||
EnableTrails();
|
||||
|
||||
_graphics.transform.localScale = Vector3.one * _scaleFactor;
|
||||
_graphics.DOScale(Vector3.one, _pulseTime);
|
||||
|
||||
|
@ -57,14 +60,27 @@ public class Glove : MonoBehaviour
|
|||
trail.DOTime(_baseTrailTime, _pulseTime);
|
||||
}
|
||||
|
||||
_light.intensity =
|
||||
var t = 0f;
|
||||
DOTween.To(
|
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() => t,
|
||||
_ => { },
|
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1.0f,
|
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_pulseTime)
|
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.OnComplete(DisableTrails);
|
||||
|
||||
// var baseEmission = _trailMat.GetColor(EMISSION_COLOR);
|
||||
// var pulseEmission = baseEmission * _emissionScale;
|
||||
// foreach (var renderer in _renderers)
|
||||
// {
|
||||
// renderer.material.SetColor(EMISSION_COLOR, pulseEmission);
|
||||
// renderer.material.DOColor(baseEmission, _pulseTime);
|
||||
// }
|
||||
_light.intensity = _lightIntensity;
|
||||
_light.DOIntensity(0, _pulseTime);
|
||||
}
|
||||
|
||||
private void EnableTrails() => SetTrails(true);
|
||||
private void DisableTrails() => SetTrails(false);
|
||||
|
||||
private void SetTrails(bool state)
|
||||
{
|
||||
for (int i = 0; i < _trails.Length; i++)
|
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{
|
||||
_trails[i].Clear();
|
||||
_trails[i].enabled = state;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -64,7 +64,6 @@ public class Jetpack : MonoBehaviour
|
|||
_trails[i].time = _baseTrailTimes[i];
|
||||
_trails[i]
|
||||
.DOTime(0, _settings.pulseTime);
|
||||
// .SetEase(_settings.trailTimeCurve);
|
||||
}
|
||||
|
||||
var t = 0f;
|
||||
|
@ -77,8 +76,5 @@ public class Jetpack : MonoBehaviour
|
|||
|
||||
_light.intensity = _settings.lightIntensity;
|
||||
_light.DOIntensity(0, _settings.pulseTime);
|
||||
|
||||
// var baseEmission = _settings.trailMat.GetColor(EMISSION_COLOR);
|
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// var pulseEmission = baseEmission * _settings.emissionScale;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue