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- using UnityEngine;
- using System.Collections;
- // Cartoon FX - (c) 2013, Jean Moreno
- // Decreases a light's intensity over time.
- [RequireComponent(typeof(Light))]
- public class CFX_LightIntensityFade : MonoBehaviour
- {
- // Duration of the effect.
- public float duration = 1.0f;
-
- // Delay of the effect.
- public float delay = 0.0f;
-
- /// Final intensity of the light.
- public float finalIntensity = 0.0f;
-
- // Base intensity, automatically taken from light parameters.
- private float baseIntensity;
-
- // If <c>true</c>, light will destructs itself on completion of the effect
- public bool autodestruct;
-
- private float p_lifetime = 0.0f;
- private float p_delay;
-
- void Start()
- {
- baseIntensity = GetComponent<Light>().intensity;
- }
-
- void OnEnable()
- {
- p_lifetime = 0.0f;
- p_delay = delay;
- if(delay > 0) GetComponent<Light>().enabled = false;
- }
-
- void Update ()
- {
- if(p_delay > 0)
- {
- p_delay -= Time.deltaTime;
- if(p_delay <= 0)
- {
- GetComponent<Light>().enabled = true;
- }
- return;
- }
-
- if(p_lifetime/duration < 1.0f)
- {
- GetComponent<Light>().intensity = Mathf.Lerp(baseIntensity, finalIntensity, p_lifetime/duration);
- p_lifetime += Time.deltaTime;
- }
- else
- {
- if(autodestruct)
- GameObject.Destroy(this.gameObject);
- }
-
- }
- }
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