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Question by Dawin · Nov 16, 2012 at 05:25 PM · screenalphadamage

Making screen flash texture when player is damaged

I have this code here:

 function Fade (start : float, end : float, length : float, currentObject : GameObject) { //define Fade parmeters
 if (currentObject.guiTexture.color.a == start){
 
 for (i = 0.0; i < 1.0; i += Time.deltaTime*(1/length)) { //for the length of time
 currentObject.guiTexture.color.a = Mathf.Lerp(start, end, i); //lerp the value of the transparency from the start value to the end value in equal increments
 yield;
 currentObject.guiTexture.color.a = end; // ensure the fade is completely finished (because lerp doesn't always end on an exact value)
         } //end for
 
 } //end if
 
 } //end Fade
 
 function FlashWhenHit (){
     Fade (0, 0.8, 0.5, GUITextureobjectname);
     yield WaitForSeconds (.01);
     Fade (0.8, 0, 0.5, GUITextureobjectname);
     }

and function to call it: if (Hit){ FlashWhenHit(); }

But it can only do the first fade, i.e. after it shows the texture by changing alpha to 80%, it won't go back to alpha=0 again. (Problem with second Fade?) Can anyone help me?

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