Nez.Portable/ECS/Components/Renderables/Sprites/SpriteTrail.cs
/// <summary>
/// returns true when the fade out is complete
/// </summary>
returns true when the fade out is complete
returns true when the fade out is complete
[MethodImpl(MethodImplOptions.AggressiveInlining)]
            public bool update()
            {
                _elapsedTime += Time.deltaTime;
                if (_elapsedTime > _fadeDelay && _elapsedTime < _fadeDuration + _fadeDelay)
                {
                    var t = Mathf.map01(_elapsedTime, 0f, _fadeDelay + _fadeDuration);
                    ColorExt.lerp(ref _initialColor, ref _targetColor, out _renderColor, t);
                }
                else if (_elapsedTime >= _fadeDuration + _fadeDelay)
                {
                    return true;
                }
                return false;
            }
[ MethodImpl ( MethodImplOptions . AggressiveInlining ) ] public bool update ( ) { _elapsedTime += Time . deltaTime ; if ( _elapsedTime > _fadeDelay && _elapsedTime < _fadeDuration + _fadeDelay ) { var t = Mathf . map01 ( _elapsedTime , 0f , _fadeDelay + _fadeDuration ) ; ColorExt . lerp ( ref _initialColor , ref _targetColor , out _renderColor , t ) ; } else if ( _elapsedTime >= _fadeDuration + _fadeDelay ) { return true ; } return false ; }
returns true when the fade out is complete
returns true when the fade out is complete
// fading block