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Question by SpyderManToo · Mar 06, 2021 at 12:41 AM · c#effecthealth

How to make low health vignette?

I've tried this a few times, it doesn't work, how do I make a low health vignette that fades in when you are below x% health and fade back out when you are above x% health? i have a script that does the first part but doesnt do the second part...help? heres the script

using UnityEngine;

public class PlayerStats : MonoBehaviour { [Header("Health")] public int maxHealth; public int currentHealth;

 [Header("Effects")]
 public float FadeInTime;
 private float fadeTimeSoFar = 0f;
 public float FadeOutTime;
 private float fadeOutTimeSoFar = 1f;
 public CanvasGroup CanvasGroupComponent;

 [Header("References")]
 public Rigidbody2D playerRb;

 Enemy enemy;

 // Start is called before the first frame update
 void Start()
 {
     currentHealth = maxHealth;
 }

 // Update is called once per frame
 void Update()
 {
     if (currentHealth <= 0)
     {
         Debug.Log("You ded");
         Time.timeScale = 0f;
     }

     if (currentHealth <= maxHealth * 0.4) //Check if you have <= 40% health
     {
         if (fadeTimeSoFar < FadeInTime) //If the vignette isn't fully faded in yet: 
         {
             fadeTimeSoFar += Time.deltaTime; //Add time to the fade in time
             float percent = fadeTimeSoFar / FadeInTime; //Calculate what percentage it is at.
             if (percent > 1f) //If the percent is more than 1
             {
                 percent = 1f; //Set the percent to 1 to avoid errors
             }
             CanvasGroupComponent.alpha = percent; //Set the alpha to the current percentage so it can fade in
         }
     }
     else
     {
         if (fadeOutTimeSoFar < FadeOutTime) //If the vignette isn't fully faded out yet: 
         {
             fadeOutTimeSoFar -= Time.deltaTime; //Add time to the fade out time
             float _percent = fadeOutTimeSoFar / FadeOutTime; //Calculate what percentage it is at.
             if (_percent < 0f) //If the percent is less than 0: 
             {
                 _percent = 0f; //Set the percent to 0 to avoid errors
             }
             CanvasGroupComponent.alpha = _percent; //Set the alpha to the current percentage so it can fade out
             Debug.Log(_percent);
         }
     }
 }

 public void TakeDamage(int damageToTake)
 {
     currentHealth -= damageToTake;
 }

 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.CompareTag("Enemy"))
     {
         enemy = collision.gameObject.GetComponent<Enemy>();
         currentHealth -= enemy.contactDamage;
         Debug.Log("You came into contact with an enemy, you are now at " + currentHealth + " health.");
     }
 }

}

doesn't rly work tho ;-;

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