/Quake-Light-Flicker-Unity-Engine

Basically, Quake Light Animation script but made from scratch for Unity. Use this script as you please.

Primary LanguageC#Apache License 2.0Apache-2.0

THIS SCRIPT WAS MADE FOR UNITY.

Doom is a typo!!! I'm just too lazy to fix it.

Pros:

-Easy animation

-Can be used to make a scripted sequence animation

-It works

-shit sux

How to use:

1.Create an object with light component.

2.Attach this script to the same object.

3.It just works!

CustomAnim property(string):

Type any string using ONLY latin a-z characters. Any other character will be considered as "a" or «No light».

a - is «No light»

m - is «Normal intensity»

z - is «Double intensity»

AnimationPreset property(int):

If CustomAnim property is empty, script uses preset 0 as default(No animation; Normal intensity) If chosen AnimationPreset is missing, script uses preset 0 as default(No animation; Normal intensity)

Premade presets:

-1: Broken Light (No light)

0: Normal Light

1: Flicker 1

2: Slow strong pulse

3: Candle 1

4: Fast Strobe

5: Gentle Pulse

6: Flicker 2

7: Candle 2

8: Candle 3

9: Slow strobe 4

10: Fluorescent Flicker

11: Slow pulse not fade to black

12-XX:Your own preset!

Delay property(int):

Change this value to decrease/increase delay between light updates. DON'T MAKE IT 0!

AddIntenstity property(float):

Change this value to add some more intensity to EVERY intensity change.

Reinitialize property(bool):

Allows you to update the animation in Editor/by other scripts. Just check the box and some magic will happen.

StartIntensity property(float):

Made for editor ONLY. It's an intensity multiplier that lets you change intensity "normally" during runtime. When the game is initialized, this property takes it's value from Light Intensity in Start() function.