66 lines
1.3 KiB
C#
66 lines
1.3 KiB
C#
|
using UnityEngine;
|
||
|
using System.Collections;
|
||
|
|
||
|
// Cartoon FX - (c) 2015 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);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|