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Question by Tabu · Jun 25, 2012 at 09:46 PM · lerpalphafadeblood

Fading blood pool on ground.

Hi I have been trying to create a blood pool everytime I kill a victim It turned out to be a bit more difficult than expected, and I fear that my end result.. although it works, is not the optimal sollution. I would be very gratefull, if someone had suggestions on how to do this in a better way. So, if anyone has offers on how to improve this, please share with me.

 using UnityEngine;
 using System.Collections;
 
 public class AlphaFader : MonoBehaviour
 {
     public Texture2D blood;
     public Color lerpedColor;
     public bool startFading = false;
     public float trans = 1;
     
 
     void Start ()
     {
         //Sets the material of the gameObject
         renderer.material = new Material (Shader.Find ("Transparent/Diffuse"));
         renderer.material.SetTexture("_MainTex", blood);
         
         //Starts the corutine
         StartCoroutine(StartFading());
 
     }
     
     void Update ()
     {
         
         if(startFading){
             //Removes some of the trans that is used to lert the alpha of the material.
             trans = trans - Time.deltaTime * 0.2f;
             lerpedColor.a = Mathf.Lerp(0, 1, trans);
             renderer.material.color = lerpedColor;
         }
         
         //Destroys the object when the material is completly transparent.
         if (lerpedColor.a == 0)
             Destroy (this.gameObject);
 
     }
     
     //This will waith for a while before starting the fade of the material.
     IEnumerator StartFading (){
         yield return new WaitForSeconds(Random.value * 4.0f);
         startFading = true;    
     }
 }
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avatar image whydoidoit · Jun 25, 2012 at 09:48 PM 0
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Looks good to me...

avatar image whydoidoit · Jun 25, 2012 at 09:50 PM 1
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Well apart from you don't need the Lerp the way it is:

  lerpedColor.a = trans;
avatar image Tabu · Jun 26, 2012 at 09:38 PM 0
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Thanks! perfect!

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Best Answer

Answer by Mortoc · Jun 25, 2012 at 11:15 PM

You can save some trouble by using Start as the coroutine and doing the for/time coroutine pattern (example below), but other than that I'd say your script looks fine! Only reason I suggest switching to this pattern is that it's easier to maintain and tweak.

 public class AlphaFader : MonoBehaviour
 {
     public Texture2D blood;
     public float fadeTime = 3.0f;
 
     IEnumerator Start ()
     {
        //Sets the material of the gameObject
        renderer.material = new Material (Shader.Find ("Transparent/Diffuse"));
        renderer.material.SetTexture("_MainTex", blood);
 
        yield return new WaitForSeconds(Random.value * 4.0f);
     
       //Removes some of the trans that is used to lerp the alpha of the material.
       float invFadeTime = 1.0f / fadeTime;
       for(float t = 0.0f; t < fadeTime; t += Time.deltaTime)
       {
          Color bloodColor = renderer.material.color;
          bloodColor.a = Mathf.Lerp(1.0f, 0.0f, t * invFadeTime);
          renderer.material.color = bloodColor;
          yield return 0;
       }
 
        //Destroys the object when the material is completly transparent.
        Destroy (this.gameObject);
     }
  }
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avatar image Tabu · Jun 26, 2012 at 09:37 PM 0
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Thank you :) That was awesome!

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