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25 results

MeshRendererHintAnimation.cs

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  • MeshRendererHintAnimation.cs 1.68 KiB
    using UnityEngine;
    using static GlobalBehaviour;
    
    [RequireComponent(typeof(MeshRenderer))]
    public class MeshRendererHintAnimation : MonoBehaviour
    {
        private MeshRenderer meshRendererToChange;
        private Color meshRendererToChangeDefaultColor;
    
        private Color animationStartColor;
        private Color animationEndColor;
    
        private float animateDuration;
        private bool animating = false;
        private float timer = 0;
    
        // Start is called before the first frame update
        void Start()
        {
            meshRendererToChange = this.GetComponent<MeshRenderer>();
            meshRendererToChangeDefaultColor = meshRendererToChange.material.color;
    
            updateAnimationParameters();
        }
    
        // Update is called once per frame
        void Update()
        {
            if (animating)
            {
                this.timer += Time.deltaTime;
                Animate();
            }
        }
    
        public void AnimationTrigger()
        {
            if (meshRendererToChange != null)
            {
                updateAnimationParameters();
                animating = true;
            }
        }
    
        private void Animate()
        {
            if (timer >= animateDuration)
            {
                animating = false;
                timer = 0;
                meshRendererToChange.material.color = meshRendererToChangeDefaultColor;
            }
            else
            {
                meshRendererToChange.material.color = Color.Lerp(animationStartColor, animationEndColor, Mathf.PingPong(Time.time, 1));
            }
        }
    
        private void updateAnimationParameters()
        {
            animationStartColor = GlobalBehaviour.hintAnimationStartColor;
            animationEndColor = GlobalBehaviour.hintAnimationEndColor;
            animateDuration = GlobalBehaviour.hintAnimationDuration;
        }
    }