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using UnityEngine;
using System.Collections;
// Cartoon FX - (c) 2015 Jean Moreno
// Decreases a light's intensity over time.
[RequireComponent(typeof(Light))]
public class CFX_LightIntensityFade : MonoBehaviour
{
// Duration of the effect.
public float duration = 1.0f;
// Delay of the effect.
public float delay = 0.0f;
/// Final intensity of the light.
public float finalIntensity = 0.0f;
// Base intensity, automatically taken from light parameters.
private float baseIntensity;
// If <c>true</c>, light will destructs itself on completion of the effect
public bool autodestruct;
private float p_lifetime = 0.0f;
private float p_delay;
void Start()
{
baseIntensity = GetComponent<Light>().intensity;
}
void OnEnable()
{
p_lifetime = 0.0f;
p_delay = delay;
if(delay > 0) GetComponent<Light>().enabled = false;
}
void Update ()
{
if(p_delay > 0)
{
p_delay -= Time.deltaTime;
if(p_delay <= 0)
{
GetComponent<Light>().enabled = true;
}
return;
}
if(p_lifetime/duration < 1.0f)
{
GetComponent<Light>().intensity = Mathf.Lerp(baseIntensity, finalIntensity, p_lifetime/duration);
p_lifetime += Time.deltaTime;
}
else
{
if(autodestruct)
GameObject.Destroy(this.gameObject);
}
}
}