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using System.Collections;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
[RequireComponent(typeof(Light2D))]
public class LightIntensityController : MonoBehaviour
{
[SerializeField] float minIntensity = 0.0f;
[SerializeField] float maxIntensity = 0.0f;
[SerializeField] float minTime = 0.0f;
[SerializeField] float maxTime = 0.0f;
private IEnumerator Start()
{
Light2D light = GetComponent<Light2D>();
while (true)
{
float startIntensity = light.intensity;
float targetIntensity = Random.Range(minIntensity, maxIntensity);
float targetTime = Random.Range(minTime, maxTime);
for (float t = 0; t < targetTime; t += Time.deltaTime)
{
light.intensity = Mathf.Lerp(startIntensity, targetIntensity, t / targetTime);
yield return null;
}
}
}
}