Files
AsanoRema ffa1064063 Squashed commit of the following:
commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
2026-08-29 13:45:55 +03:00

48 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace VLB
{
[HelpURL(Consts.Help.UrlEffectPulse)]
public class EffectPulse : EffectAbstractBase
{
public new const string ClassName = "EffectPulse";
/// <summary>
/// Frequency of pulsing.
/// Higher value means the pulsing will occur faster.
/// </summary>
[Range(0.1f, 60.0f)]
public float frequency = Consts.Effects.FrequencyDefault;
/// <summary>
/// The amplitude of intensity change which will be applied to the Light and/or Beam.
/// A random value will be picked each time inside that range.
/// </summary>
[MinMaxRange(-5.0f, 5.0f)]
public MinMaxRangeFloat intensityAmplitude = Consts.Effects.IntensityAmplitudeDefault;
protected override void OnEnable()
{
base.OnEnable();
StartCoroutine(CoUpdate());
}
IEnumerator CoUpdate()
{
var t = 0.0f;
while (true)
{
var cos = Mathf.Sin(frequency * t);
var value = intensityAmplitude.GetLerpedValue(cos * 0.5f + 0.5f);
SetAdditiveIntensity(value);
yield return null;
t += Time.deltaTime;
}
}
}
}