2019-05-02 11:38:19 +02:00

78 lines
2.9 KiB
C#

/******************************************************************************
* 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>();
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;
}
}