Fixed
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SpawnEffect : MonoBehaviour {
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public float spawnEffectTime = 2;
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public float pause = 1;
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public AnimationCurve fadeIn;
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ParticleSystem ps;
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float timer = 0;
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Renderer _renderer;
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int shaderProperty;
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void Start ()
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{
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shaderProperty = Shader.PropertyToID("_cutoff");
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_renderer = GetComponent<Renderer>();
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ps = GetComponentInChildren <ParticleSystem>();
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var main = ps.main;
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main.duration = spawnEffectTime;
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ps.Play();
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}
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void Update ()
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{
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if (timer < spawnEffectTime + pause)
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{
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timer += Time.deltaTime;
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}
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else
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{
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ps.Play();
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timer = 0;
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}
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_renderer.material.SetFloat(shaderProperty, fadeIn.Evaluate( Mathf.InverseLerp(0, spawnEffectTime, timer)));
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: 585901dad4c09564db67dc1e08787f0e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 127325
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packageName: Particle Pack
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packageVersion: 3.1
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assetPath: Assets/UnityTechnologies/EffectExamples/Misc Effects/Scripts/SpawnEffect.cs
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uploadId: 691001
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