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- using System;
- using Colorful;
- using DG.Tweening;
- using UnityEngine;
- public class FractalAnimation : BaseBehaviour
- {
- private void Start()
- {
- this._mat = base.GetComponent<Fractal>().Mat;
- this._mat.color = new Color(0f, 0f, 0f, 0.8f);
- this._mat.DOColor(new Color(1f, 1f, 1f, 0.8f), 5f).SetLoops(-1, LoopType.Yoyo).SetEase(Ease.InOutSine);
- this._gaussianBlur = R.Camera.GameObject.AddComponent<GaussianBlur>();
- this._gaussianBlur.Shader = Shader.Find("Hidden/Colorful/Gaussian Blur");
- this._gaussianBlur.Passes = 3;
- this._gaussianBlur.Downscaling = 4f;
- DOTween.To(delegate(float a)
- {
- this._gaussianBlur.Amount = a;
- }, 0.655f, 1f, 3f).SetLoops(-1, LoopType.Yoyo).SetEase(Ease.InOutSine);
- }
- private void Update()
- {
- base.transform.localRotation = base.transform.localRotation * Quaternion.Euler(0f, this._speed * Time.deltaTime, 0f);
- }
- private void OnDestroy()
- {
- UnityEngine.Object.Destroy(this._gaussianBlur);
- }
- [SerializeField]
- private float _speed;
- private Material _mat;
- private GaussianBlur _gaussianBlur;
- }
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