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using System.Collections;
using UnityEngine;
public class LightManager : MonoBehaviour
{
[SerializeField]
private Color stage2Color;
[SerializeField]
private Color stage3Color;
[SerializeField]
private Color stage4Color;
[SerializeField]
private Light light;
private void Start()
{
}
public void ChangeColor(int stage)
{
switch (stage)
{
case 2:
StartCoroutine(ShiftLight(stage2Color, 180f));
break;
case 3:
StartCoroutine(ShiftLight(stage3Color, 180f));
break;
case 4:
StartCoroutine(ShiftLight(stage4Color, 180f));
break;
}
}
private IEnumerator ShiftLight(Color newColor, float rotationInDeg)
{
Color startColor = light.color;
Vector3 startEuler = light.transform.eulerAngles;
Vector3 newEuler = startEuler + new Vector3(0f, rotationInDeg, 0f);
float timer = 0f;
float count = 0f;
while (timer < 1f)
{
light.color = Color.Lerp(startColor, newColor, timer);
light.transform.eulerAngles = Vector3.Lerp(startEuler, newEuler, timer);
count += Time.deltaTime;
if (count > 60f)
{
Debug.LogError("Possible infinite loop");
break;
}
timer += Time.deltaTime / 30f;
yield return new WaitForEndOfFrame();
}
light.color = newColor;
light.transform.eulerAngles = newEuler;
yield return null;
}
}
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