using System.Collections; using System.Collections.Generic; using DG.Tweening; using Invector; using Invector.vCharacterController; using Sirenix.OdinInspector; using UnityEngine; namespace Beyond { public class HealAnimator : HealAnimatorBase { public float m_bendEffectMax = 1f; public Color m_targetColor = Color.white; public Color m_initialColor = Color.black; protected override void Init() { base.Init(); if (m_material == null) { enabled = false; return; } m_bendEffectMax = m_material.GetFloat("_BendEffect"); m_initialColor = m_material.GetColor("_BaseColor"); } protected override void Start() { base.Start(); } protected override void Awake() { base.Awake(); } [Button] public override void Heal() { base.Heal(); m_material.DOFloat(0f, "_BendEffect", m_healTime).SetEase(m_easeType); m_material.DOColor(m_targetColor, "_BaseColor", m_healTime); } [Button] public override void Unheal() { base.Unheal(); m_material.DOFloat(m_bendEffectMax, "_BendEffect", m_healTime);//.SetEase(Ease.InOutElastic); m_material.DOColor(m_initialColor, "_BaseColor", m_healTime); } // Update is called once per frame void Update() { } } }