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Damage Flashing, Minor Adjustments
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.erp

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<linker>
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Assets/AddressableAssetsData/link.xml.meta

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Assets/DamageFlash.meta

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Assets/DamageFlash/DamageFlash.cs

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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using DG.Tweening;
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namespace Assets.Scripts.DamageFlash
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{
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public class DamageFlash : MonoBehaviour
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{
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[SerializeField] private Material flashMat;
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[SerializeField] private MeshRenderer meshRenderer;
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[SerializeField] private float blinkDuration = 0.075f;
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private List<Material> materials = new List<Material>();
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private List<Material> flashMats = new List<Material>();
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private void Start()
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{
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for (int i = 0; i < meshRenderer.materials.Length; i++)
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{
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materials.Add(meshRenderer.materials[i]);
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flashMats.Add(flashMat);
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}
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}
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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Flash();
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}
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}
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public void Flash()
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{
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meshRenderer.materials = flashMats.ToArray();
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StartCoroutine(FadeDelay());
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}
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private IEnumerator FadeDelay()
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{
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yield return new WaitForSeconds(blinkDuration);
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for (int i = 0; i < meshRenderer.materials.Length; i++)
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{
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meshRenderer.materials = materials.ToArray();
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}
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}
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}
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}

Assets/DamageFlash/DamageFlash.cs.meta

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Assets/DamageFlash/DamageFlash.mat

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Assets/DamageFlash/DamageFlash.mat.meta

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