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Last active February 8, 2019 10:45
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Unity Simple Light Flicker
// Aaron Trotter aarontrotter.co.uk 2019
// Free to use and modify.
// Do give credit where credit due.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SimpleLightFlicker : MonoBehaviour
{
public float flickerContinuousSpeed = 1f;
private Light lightComponent = null;
public float flickerContinuousMaxIntensity = 0.4f;
public float flickerContinuousMinIntensity = 0.2f;
public bool fadeOut = false;
private bool isFlickering = false;
private bool isFadingOut = false;
private bool isFadingIn = false;
private bool doOnce = false;
private void OnEnable()
{
if (!doOnce)
{
lightComponent = GetComponent<Light>();
doOnce = true;
}
lightComponent.intensity = flickerContinuousMaxIntensity;
}
public void Update()
{
if (fadeOut)
{
if (!isFadingOut)
{
if (lightComponent.intensity != 0)
{
StopAllCoroutines();
isFadingOut = true;
isFadingIn = false;
isFlickering = false;
StartCoroutine(FadeLight(lightComponent, lightComponent.intensity, 0, 1f));
}
}
}
else
{
if (lightComponent.intensity >= 0 && lightComponent.intensity < flickerContinuousMinIntensity)
{
if (!isFadingIn)
{
StopAllCoroutines();
isFadingOut = false;
isFadingIn = true;
isFlickering = false;
StartCoroutine(FadeLight(lightComponent, lightComponent.intensity, flickerContinuousMaxIntensity, 1f));
}
}
else
{
if (!isFlickering)
{
StopAllCoroutines();
isFadingOut = false;
isFadingIn = false;
isFlickering = true;
if (lightComponent.intensity == flickerContinuousMaxIntensity)
{
StartCoroutine(FadeLight(lightComponent, lightComponent.intensity, flickerContinuousMinIntensity, flickerContinuousSpeed));
}
else
{
StartCoroutine(FadeLight(lightComponent, lightComponent.intensity, flickerContinuousMaxIntensity, flickerContinuousSpeed));
}
}
}
}
}
public IEnumerator FadeLight(Light light, float from, float to, float time)
{
float startTime = Time.time;
float timeElapsed = 0;
float journeyLength = from > to ? from - to : to - from;
float fracJourney;
float step = 0.0f;
if (from != to)
{
for (float i = 0.0f; i < time; i = fracJourney)
{
timeElapsed = (Time.time - startTime);
fracJourney = (timeElapsed / journeyLength);
step = fracJourney / time;
float val = Mathf.Lerp(from, to, step);
light.intensity = val;
yield return null;
}
}
yield return null;
light.intensity = to;
if (isFlickering)
{
if (to == flickerContinuousMaxIntensity)
{
StartCoroutine(FadeLight(lightComponent, lightComponent.intensity, flickerContinuousMinIntensity, flickerContinuousSpeed));
}
else
{
StartCoroutine(FadeLight(lightComponent, lightComponent.intensity, flickerContinuousMaxIntensity, flickerContinuousSpeed));
}
}
else if (isFadingOut)
{
isFadingOut = false;
}
yield return null;
}
}
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