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|
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|
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||||||
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||||||
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||||||
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||||||
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||||||
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File diff suppressed because it is too large
Load Diff
@ -1,40 +0,0 @@
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|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class ChestAnimation : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField] public GameObject chest;
|
|
||||||
|
|
||||||
private Animator m_Animator;
|
|
||||||
bool isTrigerred = false;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
m_Animator = gameObject.GetComponent<Animator>();
|
|
||||||
chest = gameObject; // set object on current GameObject
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool beingHandled = false;
|
|
||||||
private static bool Opening;
|
|
||||||
private static bool Closing;
|
|
||||||
private IEnumerator OpenChestWithAnimation()
|
|
||||||
{
|
|
||||||
beingHandled = true;
|
|
||||||
// process pre-yield
|
|
||||||
m_Animator.SetTrigger("OpenIt");
|
|
||||||
yield return new WaitForSeconds( 0.4f );
|
|
||||||
|
|
||||||
m_Animator.ResetTrigger("OpenIt");
|
|
||||||
// process post-yield
|
|
||||||
beingHandled = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
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@ -1,53 +0,0 @@
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using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Fire : MonoBehaviour
|
|
||||||
{
|
|
||||||
private float range = 0;
|
|
||||||
float minFlickerIntensity = 0.5f;
|
|
||||||
float maxFlickerIntensity = 1.0f;
|
|
||||||
float flickerSpeed = 4.9f;
|
|
||||||
private HardLight2D firelight;
|
|
||||||
private HardLight2D[] lights;
|
|
||||||
private GameObject fire;
|
|
||||||
private int randomizer = 0;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
|
|
||||||
lights = FindObjectsOfType<HardLight2D>();
|
|
||||||
List<HardLight2D> finalList = new List<HardLight2D>();
|
|
||||||
string nameToLookFor = "LightFire";
|
|
||||||
|
|
||||||
for(var i = 0; i < lights.Length; i++)
|
|
||||||
{
|
|
||||||
if(lights[i].name == nameToLookFor)
|
|
||||||
{
|
|
||||||
finalList.Add(lights[i]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
firelight = finalList[0];
|
|
||||||
|
|
||||||
//firelight = FindObjectOfType<HardLight2D>();
|
|
||||||
StartCoroutine( ChangeRange());
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
StartCoroutine( ChangeRange());
|
|
||||||
}
|
|
||||||
|
|
||||||
IEnumerator ChangeRange()
|
|
||||||
{
|
|
||||||
if (randomizer == 0) {
|
|
||||||
firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
|
|
||||||
}
|
|
||||||
else firelight.Intensity = (Random.Range (minFlickerIntensity, maxFlickerIntensity));
|
|
||||||
|
|
||||||
randomizer = Random.Range (0, 1);
|
|
||||||
yield return new WaitForSeconds(flickerSpeed);
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,11 +0,0 @@
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@ -81,9 +59,6 @@ AnimatorState:
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@ -378,24 +185,6 @@ AnimatorController:
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m_Mirror: 0
|
|
||||||
m_EditorCurves: []
|
|
||||||
m_EulerEditorCurves: []
|
|
||||||
m_HasGenericRootTransform: 0
|
|
||||||
m_HasMotionFloatCurves: 0
|
|
||||||
m_Events: []
|
|
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Reference in New Issue
Block a user