Squashed commit of the following:
commit428243f4a6Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:43:13 2026 +0300 Squashed commit of the following: commit68e78fa464Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:41:49 2026 +0300 Updated .gitignore commit9f87122a34Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:34:57 2026 +0300 Added Dohya commitf6a7547e84Author: AsanoRema <asanorema2036@gmail.com> Date: Fri Aug 21 17:59:13 2026 +0300 Fixed commitb98901c366Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:37:22 2026 +0300 Added new particle Package commitbb2f4a3b16Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:17:48 2026 +0300 Map mehanic ready to multiplayer commitc01ff800f6Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 16:16:19 2026 +0300 Squashed commit of the following: commit173bbb165cAuthor: henjkey <henjkey@gmail.com> Date: Fri Aug 14 18:51:23 2026 +0500 Mappp commitd559ab338aAuthor: henjkey <henjkey@gmail.com> Date: Thu Aug 13 18:42:41 2026 +0500 Map Controller Coordinates Target System Crosshair System Radar System
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using UnityEngine;
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using System.Collections;
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// Cartoon FX - (c) 2015, Jean Moreno
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// Decreases a light's intensity over time.
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[RequireComponent(typeof(Light))]
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public class CFX_LightIntensityFade : MonoBehaviour
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{
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// Duration of the effect.
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public float duration = 1.0f;
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// Delay of the effect.
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public float delay = 0.0f;
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/// Final intensity of the light.
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public float finalIntensity = 0.0f;
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// Base intensity, automatically taken from light parameters.
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private float baseIntensity;
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// If <c>true</c>, light will destructs itself on completion of the effect
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public bool autodestruct;
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private float p_lifetime = 0.0f;
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private float p_delay;
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void Start()
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{
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baseIntensity = GetComponent<Light>().intensity;
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}
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void OnEnable()
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{
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p_lifetime = 0.0f;
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p_delay = delay;
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if(delay > 0) GetComponent<Light>().enabled = false;
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}
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void Update ()
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{
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if(p_delay > 0)
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{
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p_delay -= Time.deltaTime;
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if(p_delay <= 0)
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{
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GetComponent<Light>().enabled = true;
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}
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return;
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}
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if(p_lifetime/duration < 1.0f)
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{
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GetComponent<Light>().intensity = Mathf.Lerp(baseIntensity, finalIntensity, p_lifetime/duration);
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p_lifetime += Time.deltaTime;
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}
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else
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{
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if(autodestruct)
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GameObject.Destroy(this.gameObject);
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}
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}
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}
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