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using UnityEngine;
namespace Leap.Unity.Animation.Examples {
public class PulsatorControlTest : MonoBehaviour {
public ScalePulsatorBehaviour pulsatorBehaviour;
private Pulsator pulsator { get { return (Pulsator)pulsatorBehaviour; } }
public KeyCode warmUpKey = KeyCode.W;
public KeyCode pulsekey = KeyCode.P;
private void Update() {
var shouldBeWarm = Input.GetKey(warmUpKey);
var shouldPulse = Input.GetKeyDown(pulsekey);
if (shouldBeWarm && !pulsator.isWarm) {
pulsator.WarmUp();
}
if (!shouldBeWarm && pulsator.isWarm) {
pulsator.Relax();
}
// Pulsating is always transient state, that can then return to either the
// warm state or the non-warm state. To constantly pulsate, the pulsator
// would need to experience many Pulse() events.
if (shouldPulse) {
pulsator.Pulse();
}
}
}
}f6b8e5137This file is pinned to the selected release. Download the original to open it in your design tool.