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Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs
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40
Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs
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using System;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace UnityStandardAssets.Effects
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{
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public class FireLight : MonoBehaviour
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{
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private float m_Rnd;
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private bool m_Burning = true;
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private Light m_Light;
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private void Start()
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{
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m_Rnd = Random.value*100;
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m_Light = GetComponent<Light>();
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}
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private void Update()
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{
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if (m_Burning)
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{
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m_Light.intensity = 2*Mathf.PerlinNoise(m_Rnd + Time.time, m_Rnd + 1 + Time.time*1);
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float x = Mathf.PerlinNoise(m_Rnd + 0 + Time.time*2, m_Rnd + 1 + Time.time*2) - 0.5f;
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float y = Mathf.PerlinNoise(m_Rnd + 2 + Time.time*2, m_Rnd + 3 + Time.time*2) - 0.5f;
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float z = Mathf.PerlinNoise(m_Rnd + 4 + Time.time*2, m_Rnd + 5 + Time.time*2) - 0.5f;
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transform.localPosition = Vector3.up + new Vector3(x, y, z)*1;
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}
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}
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public void Extinguish()
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{
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m_Burning = false;
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m_Light.enabled = false;
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}
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}
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}
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