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CloseThe range of the light.
See Also: Light component.
// Pulse light's range between original range // and half of the original one var duration : float = 3.0; private var originalRange : float; originalRange = light.range; function Update() { var amplitude : float = Mathf.PingPong( Time.time, duration ); // transform from 0..duration to 0.5..1 range amplitude = amplitude / duration * 0.5 + 0.5; // set light range light.range = originalRange * amplitude; }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float duration = 3.0F; private float originalRange; void Update() { float amplitude = Mathf.PingPong(Time.time, duration); amplitude = amplitude / duration * 0.5F + 0.5F; light.range = originalRange * amplitude; } void Example() { originalRange = light.range; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public duration as float = 3.0F private originalRange as float def Update() as void: amplitude as float = Mathf.PingPong(Time.time, duration) amplitude = (((amplitude / duration) * 0.5F) + 0.5F) light.range = (originalRange * amplitude) def Example() as void: originalRange = light.range