HurtFlashEffect.cs 3.0 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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  29. using System.Collections;
  30. using System.Collections.Generic;
  31. using UnityEngine;
  32. public class HurtFlashEffect : MonoBehaviour {
  33. const int DefaultFlashCount = 3;
  34. public int flashCount = DefaultFlashCount;
  35. public Color flashColor = Color.white;
  36. [Range(1f / 120f, 1f / 15f)]
  37. public float interval = 1f / 60f;
  38. public string fillPhaseProperty = "_FillPhase";
  39. public string fillColorProperty = "_FillColor";
  40. MaterialPropertyBlock mpb;
  41. MeshRenderer meshRenderer;
  42. public void Flash () {
  43. if (mpb == null) mpb = new MaterialPropertyBlock();
  44. if (meshRenderer == null) meshRenderer = GetComponent<MeshRenderer>();
  45. meshRenderer.GetPropertyBlock(mpb);
  46. StartCoroutine(FlashRoutine());
  47. }
  48. IEnumerator FlashRoutine () {
  49. if (flashCount < 0) flashCount = DefaultFlashCount;
  50. int fillPhase = Shader.PropertyToID(fillPhaseProperty);
  51. int fillColor = Shader.PropertyToID(fillColorProperty);
  52. var wait = new WaitForSeconds(interval);
  53. for (int i = 0; i < flashCount; i++) {
  54. mpb.SetColor(fillColor, flashColor);
  55. mpb.SetFloat(fillPhase, 1f);
  56. meshRenderer.SetPropertyBlock(mpb);
  57. yield return wait;
  58. mpb.SetFloat(fillPhase, 0f);
  59. meshRenderer.SetPropertyBlock(mpb);
  60. yield return wait;
  61. }
  62. yield return null;
  63. }
  64. }