using System.Collections; using UnityEngine; namespace MatthewAssets { public class GlitchControl : MonoBehaviour { public float glitchChance = 0.1f; Material hologramMaterial; WaitForSeconds glitchLoopWait = new WaitForSeconds(0.1f); void Awake() { hologramMaterial = GetComponent().material; } IEnumerator Start() { while (true) { float glitchTest = Random.Range(0f, 1f); if (glitchTest <= glitchChance) { float originalGlowIntensity = hologramMaterial.GetFloat("_GlowIntensity"); hologramMaterial.SetFloat("_GlitchIntensity", Random.Range(0.07f, 0.1f)); hologramMaterial.SetFloat("_GlowIntensity", originalGlowIntensity * Random.Range(0.14f, 0.44f)); yield return new WaitForSeconds(Random.Range(0.05f, 0.1f)); hologramMaterial.SetFloat("_GlitchIntensity", 0f); hologramMaterial.SetFloat("_GlowIntensity", originalGlowIntensity); } yield return glitchLoopWait; } } } }