using UnityEngine; using System.Collections; public class PolygonLightFlicker : MonoBehaviour { // Properties public string waveFunction = "sin"; // possible values: sin, tri(angle), sqr(square), saw(tooth), inv(verted sawtooth), noise (random) public float startValue = 0.0f; // start public float amplitude = 1.0f; // amplitude of the wave public float phase = 0.0f; // start point inside on wave cycle public float frequency = 0.5f; // cycle frequency per second // Keep a copy of the original color private Color originalColor; // Store the original color void Start (){ originalColor = GetComponent().color; } void Update (){ Light light = GetComponent(); light.color = originalColor * (EvalWave()); } float EvalWave (){ float x = (Time.time + phase)*frequency; float y; x = x - Mathf.Floor(x); // normalized value (0..1) if (waveFunction=="sin") { y = Mathf.Sin(x*2*Mathf.PI); } else if (waveFunction=="tri") { if (x < 0.5f) y = 4.0f * x - 1.0f; else y = -4.0f * x + 3.0f; } else if (waveFunction=="sqr") { if (x < 0.5f) y = 1.0f; else y = -1.0f; } else if (waveFunction=="saw") { y = x; } else if (waveFunction=="inv") { y = 1.0f - x; } else if (waveFunction=="noise") { y = 1 - (Random.value*2); } else { y = 1.0f; } return (y*amplitude)+startValue; } }