Files
beyond/Assets/Scripts/Healing/HealAnimator.cs
2024-11-20 15:21:28 +01:00

65 lines
1.5 KiB
C#

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()
{
}
}
}