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47 行
930 B

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnEffect : MonoBehaviour
{
public float spawnEffectTime = 2;
public float pause = 1;
public AnimationCurve fadeIn;
ParticleSystem ps;
float timer = 0;
Renderer _renderer;
int shaderProperty;
void Start()
{
shaderProperty = Shader.PropertyToID("_cutoff");
_renderer = GetComponent<Renderer>();
ps = GetComponentInChildren<ParticleSystem>();
var main = ps.main;
main.duration = spawnEffectTime;
ps.Play();
}
void Update()
{
if (timer < spawnEffectTime + pause)
{
timer += Time.deltaTime;
}
else
{
ps.Play();
timer = 0;
}
_renderer.material.SetFloat(shaderProperty, fadeIn.Evaluate(Mathf.InverseLerp(0, spawnEffectTime, timer)));
}
}