/****************************************************************************** * Spine Runtimes License Agreement * Last updated May 1, 2019. Replaces all prior versions. * * Copyright (c) 2013-2019, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System.Collections; using System.Collections.Generic; using UnityEngine; public class HurtFlashEffect : MonoBehaviour { const int DefaultFlashCount = 3; public int flashCount = DefaultFlashCount; public Color flashColor = Color.white; [Range(1f/120f, 1f/15f)] public float interval = 1f/60f; public string fillPhaseProperty = "_FillPhase"; public string fillColorProperty = "_FillColor"; MaterialPropertyBlock mpb; MeshRenderer meshRenderer; public void Flash () { if (mpb == null) mpb = new MaterialPropertyBlock(); if (meshRenderer == null) meshRenderer = GetComponent(); meshRenderer.GetPropertyBlock(mpb); StartCoroutine(FlashRoutine()); } IEnumerator FlashRoutine () { if (flashCount < 0) flashCount = DefaultFlashCount; int fillPhase = Shader.PropertyToID(fillPhaseProperty); int fillColor = Shader.PropertyToID(fillColorProperty); var wait = new WaitForSeconds(interval); for (int i = 0; i < flashCount; i++) { mpb.SetColor(fillColor, flashColor); mpb.SetFloat(fillPhase, 1f); meshRenderer.SetPropertyBlock(mpb); yield return wait; mpb.SetFloat(fillPhase, 0f); meshRenderer.SetPropertyBlock(mpb); yield return wait; } yield return null; } }