utilizing System.Collections;
utilizing System.Collections.Generic;
utilizing UnityEngine;
public class Fader : MonoBehaviour
{
public GameObject objectToScale;
public float period = 1f;
public Vector3 minSize;
public Vector3 maxSize;
public bool scaleUp = false;
public Coroutine scaleCoroutine;
public bool isAutomatic = false;
non-public bool computerized = true;
non-public void Begin()
{
objectToScale.rework.localScale = minSize;
}
non-public void Replace()
{
if (Enter.GetKeyDown(KeyCode.G))
{
Fade();
}
if (isAutomatic && computerized)
{
Fade();
computerized = false;
}
}
non-public IEnumerator ScaleOverTime(GameObject targetObj,
Vector3 toScale, float period)
{
float counter = 0;
Vector3 startScaleSize = targetObj.rework.localScale;
whereas (counter < period)
{
counter += Time.deltaTime;
targetObj.rework.localScale = Vector3.Lerp(startScaleSize, toScale, counter / period);
yield return null;
}
computerized = true;
}
non-public void Fade()
{
scaleUp = !scaleUp;
if (scaleCoroutine != null)
StopCoroutine(scaleCoroutine);
if (scaleUp)
{
scaleCoroutine = StartCoroutine(ScaleOverTime(objectToScale, maxSize, period));
}
else
{
scaleCoroutine = StartCoroutine(ScaleOverTime(objectToScale, minSize, period));
}
}
}
i can change the period to 0.1 or 1 or 5 or 10 but when i alter the period to 0 and the fading stopped then when i alter again the period to any worth above 0 the fading is just not proceed. i attempted it on the automated mode when isAutomatic is true. i am unable to work out why after setting to 0 and again to 1 the fading is just not proceed ?