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			52 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using UnityEngine;
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| using System.Collections;
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| 
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| 
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| namespace TMPro.Examples
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| {
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|     
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|     public class ShaderPropAnimator : MonoBehaviour
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|     {
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| 
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|         private Renderer m_Renderer;
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|         private Material m_Material;
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| 
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|         public AnimationCurve GlowCurve;
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| 
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|         public float m_frame;
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| 
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|         void Awake()
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|         {
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|             // Cache a reference to object's renderer
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|             m_Renderer = GetComponent<Renderer>();
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| 
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|             // Cache a reference to object's material and create an instance by doing so.
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|             m_Material = m_Renderer.material;
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|         }
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| 
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|         void Start()
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|         {
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|             StartCoroutine(AnimateProperties());
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|         }
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| 
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|         IEnumerator AnimateProperties()
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|         {
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|             //float lightAngle;
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|             float glowPower;
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|             m_frame = Random.Range(0f, 1f);
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| 
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|             while (true)
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|             {
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|                 //lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f;
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|                 //m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle);
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| 
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|                 glowPower = GlowCurve.Evaluate(m_frame);
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|                 m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower);
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| 
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|                 m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f);
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|                 yield return new WaitForEndOfFrame();
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|             }
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|         }
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|     }
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| }
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