using System.Collections; using System.Collections.Generic; using DG.Tweening; using Invector; using Invector.vCharacterController; using Sirenix.OdinInspector; using UnityEngine; namespace Beyond { [RequireComponent(typeof(vIHealthController))] [RequireComponent(typeof(QuestObject))] public class RestorationAnimator : HealAnimatorBase { private float m_threshold; public static int ThresholdID = Shader.PropertyToID("_Threshold"); public bool blendhapeStartMax; private SkinnedMeshRenderer m_smr; protected override void Init() { base.Init(); m_threshold = m_material.GetFloat(ThresholdID); m_smr = m_renderer as SkinnedMeshRenderer; if (blendhapeStartMax && m_smr) { m_smr.SetBlendShapeWeight(0,100f); } } protected override void Start() { base.Start(); } private IEnumerator HealCoroutine(bool heal) { float timer = 0f; for (timer =0f; timer