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