Aetheria/Assets/ShieldAnimation.cs
Reinier Vens b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00

41 lines
1.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class ShieldAnimation : MonoBehaviour
{
public AnimationCurve Alpha;
public AnimationCurve Radius;
public AnimationCurve AlbedoGamma;
public AnimationCurve TextureGamma;
public AnimationCurve GradientMultiplier;
public float Duration;
private float _lerp;
private Material _material;
public Vector3 Direction
{
set { _material.SetVector("_Impact", value); }
}
void OnEnable()
{
_material = GetComponent<MeshRenderer>().material;
_material.SetFloat("_DitherSampleOffset", Random.value);
_lerp = 0;
}
void Update()
{
_lerp += Time.deltaTime / Duration;
if(_lerp > 1) GetComponent<Prototype>().ReturnToPool();
_material.SetFloat("_Alpha", Alpha.Evaluate(_lerp));
_material.SetFloat("_Radius", Radius.Evaluate(_lerp));
_material.SetFloat("_AlbedoGamma", AlbedoGamma.Evaluate(_lerp));
_material.SetFloat("_TextureGamma", TextureGamma.Evaluate(_lerp));
_material.SetFloat("_GradientMul", GradientMultiplier.Evaluate(_lerp));
}
}