Switch to new Model, Added fade light, new env, new touch hitbox, clean assets
NOT FULLI TESTED JET
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public class ColliderToSerial : MonoBehaviour
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{
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private Renderer cr;
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public GameObject LightManager;
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{
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{
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}
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private void OnTriggerExit(Collider other)
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{
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_insideColliderCount = Mathf.Max(0, _insideColliderCount);
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|
||||
lightManager.UpdateLight(Area, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
40
Assets/Script/LightManager.cs
Normal file
@ -0,0 +1,40 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class LightManager : MonoBehaviour
|
||||
{
|
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public List<GameObject> Lights = new List<GameObject>();
|
||||
public float FadeDuration = 0.5f;
|
||||
private IEnumerator[] coroutines = new IEnumerator[240];
|
||||
private void Start()
|
||||
{
|
||||
|
||||
}
|
||||
public void UpdateLight(int Area, bool State)
|
||||
{
|
||||
Area -= 1;
|
||||
Material mat = Lights[Area].GetComponent<Renderer>().material;
|
||||
if (State)
|
||||
{
|
||||
|
||||
mat.SetColor("_EmissionColor", new Color(1f, 1f, 1f, 1f));
|
||||
}
|
||||
else
|
||||
{
|
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if (coroutines[Area] != null)
|
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StopCoroutine(coroutines[Area]);
|
||||
coroutines[Area] = FadeOut(Area, mat);
|
||||
StartCoroutine(coroutines[Area]);
|
||||
}
|
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}
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public IEnumerator FadeOut(int Area, Material mat)
|
||||
{
|
||||
for (float time = 0f; time < FadeDuration; time += Time.deltaTime)
|
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{
|
||||
float p = 1 - time / FadeDuration;
|
||||
mat.SetColor("_EmissionColor", new Color(p, p, p, 1f));
|
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yield return null;
|
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}
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|
11
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@ -254,6 +255,7 @@ public class Serial : MonoBehaviour
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