diff --git a/Assets/HOTK/HOTK_Overlay.cs b/Assets/HOTK/HOTK_Overlay.cs index 289d418..1cf4a16 100644 --- a/Assets/HOTK/HOTK_Overlay.cs +++ b/Assets/HOTK/HOTK_Overlay.cs @@ -489,48 +489,34 @@ private void HandleAnimateOnGaze(bool hit, ref bool changed) { if (AnimateOnGaze == AnimationType.Alpha || AnimateOnGaze == AnimationType.AlphaAndScale) { - if (Alpha <= Alpha2) - { - if (_alpha < Alpha2) - { - _alpha += AlphaSpeed; - changed = true; - if (_alpha > Alpha2) - _alpha = Alpha2; - } - } - else // Not sure why you'd want it to fade out on gaze, but just in case + if (_alpha < Alpha2) { + _alpha += AlphaSpeed; + changed = true; if (_alpha > Alpha2) - { - _alpha -= AlphaSpeed; - changed = true; - if (_alpha < Alpha2) - _alpha = Alpha2; - } + _alpha = Alpha2; + }else if (_alpha > Alpha2) + { + _alpha -= AlphaSpeed; + changed = true; + if (_alpha < Alpha2) + _alpha = Alpha2; } } if (AnimateOnGaze == AnimationType.Scale || AnimateOnGaze == AnimationType.AlphaAndScale) { - if (Scale <= Scale2) - { - if (_scale < Scale2) - { - _scale += ScaleSpeed; - changed = true; - if (_scale > Scale2) - _scale = Scale2; - } - } - else // Not sure why you'd want it to scale down on gaze, but just in case + if (_scale < Scale2) { + _scale += ScaleSpeed; + changed = true; if (_scale > Scale2) - { - _scale -= ScaleSpeed; - changed = true; - if (_scale < Scale2) - _scale = Scale2; - } + _scale = Scale2; + }else if (_scale > Scale2) + { + _scale -= ScaleSpeed; + changed = true; + if (_scale < Scale2) + _scale = Scale2; } } } @@ -538,49 +524,34 @@ private void HandleAnimateOnGaze(bool hit, ref bool changed) { if (AnimateOnGaze == AnimationType.Alpha || AnimateOnGaze == AnimationType.AlphaAndScale) { - if (Alpha < Alpha2) - { - if (_alpha > Alpha) - { - _alpha -= AlphaSpeed; - changed = true; - if (_alpha < Alpha) - _alpha = Alpha; - } - } - else // Not sure why you'd want it to fade in when you look away from it, but just in case + if (_alpha > Alpha) { + _alpha -= AlphaSpeed; + changed = true; if (_alpha < Alpha) - { - _alpha += AlphaSpeed; - changed = true; - if (_alpha > Alpha) - _alpha = Alpha; - } + _alpha = Alpha; + }else if (_alpha < Alpha) + { + _alpha += AlphaSpeed; + changed = true; + if (_alpha > Alpha) + _alpha = Alpha; } } - if (AnimateOnGaze == AnimationType.Scale || AnimateOnGaze == AnimationType.AlphaAndScale) { - if (Scale < Scale2) - { - if (_scale > Scale) - { - _scale -= ScaleSpeed; - changed = true; - if (_scale < Scale) - _scale = Scale; - } - } - else // Not sure why you'd want it to scale up when you look away from it, but just in case + if (_scale > Scale) { + _scale -= ScaleSpeed; + changed = true; if (_scale < Scale) - { - _scale += ScaleSpeed; - changed = true; - if (_scale > Scale) - _scale = Scale; - } + _scale = Scale; + }else if (_scale < Scale) + { + _scale += ScaleSpeed; + changed = true; + if (_scale > Scale) + _scale = Scale; } } }