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utilizing System.Collections;
utilizing System.Collections.Generic;
utilizing UnityEngine;
public class Fader : MonoBehaviour
{
public GameObject objectToScale;
public float period = 1f;
public Vector3 minSize;
public Vector3 maxSize;
public bool scaleUp = false;
public Coroutine scaleCoroutine;
public bool isAutomatic = false;
personal bool automated = true;
personal void Start()
{
objectToScale.remodel.localScale = minSize;
}
personal void Update()
{
if (Input.GetKeyDown(KeyCode.G))
{
Fade();
}
if (isAutomatic && automated)
{
Fade();
automated = false;
}
}
personal IEnumerator ScaleOverTime(GameObject targetObj,
Vector3 toScale, float period)
{
float counter = 0;
Vector3 startScaleSize = targetObj.remodel.localScale;
whereas (counter < period)
{
counter += Time.deltaTime;
targetObj.remodel.localScale = Vector3.Lerp(startScaleSize, toScale, counter / period);
yield return null;
}
automated = true;
}
personal void Fade()
{
scaleUp = !scaleUp;
if (scaleCoroutine != null)
CeaseCoroutine(scaleCoroutine);
if (scaleUp)
{
scaleCoroutine = StartCoroutine(ScaleOverTime(objectToScale, maxSize, period));
}
else
{
scaleCoroutine = StartCoroutine(ScaleOverTime(objectToScale, minSize, period));
}
}
}
i can change the period to 0.1 or 1 or 5 or 10 but when i alter the period to 0 and the fading stopped then when i alter again the period to any worth above 0 the fading shouldn’t be proceed. i attempted it on the automated mode when isAutomatic is true. i can not work out why after setting to 0 and again to 1 the fading shouldn’t be proceed ?
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