Thank you to anyone who has already donated - your generous donations helped make three months of treatment possible.

My brother Nate continues to fight stage IV Hodgkin's lymphoma. He's just 31, with a wife and baby girl. They have no active income (since he's been unable to return to work), no insurance, and cannot afford the treatment he needs. Nate and his family need your help. Please consider a donation, every dollar helps. Thanks.


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using UnityEngine;
using System.Collections;

/**
 * Animate a mesh by cycling through different meshes.
 * @author bummzack
 */
public class MeshAnimation : MonoBehaviour {
	
	public Mesh[] Meshes;
	public bool Loop;
	public float FrameDuration;
	public Color StartColor = new Color(1.0f, 1.0f, 1.0f);
	public Color EndColor = new Color(1.0f, 1.0f, 1.0f);
	
	private int _index;
	private bool _playing;
	private float _accumulator;
	private MeshFilter _meshFilter;
	private Material _mat;
	private float _timePassed;
	private float _totalTime;
	
	public void Start() 
	{
		_meshFilter = GetComponent<MeshFilter>();
		_mat = renderer.material;
		_index = 0;
		_totalTime = Meshes.Length * FrameDuration;
		Reset();
	}
	
	public void Update()
	{
		if(!_playing){
			return;
		}
	
		
		_mat.color = Color.Lerp(StartColor, EndColor, _timePassed / _totalTime);
		_accumulator += Time.deltaTime;
		_timePassed += Time.deltaTime;
		
		if(_accumulator >= FrameDuration){
			_accumulator -= FrameDuration;
			_index = (_index + 1) % Meshes.Length;
			
			if(_index == 0 && !Loop){
				Stop();
				return;
			}
			
			_meshFilter.mesh = Meshes[_index];
		}
	}
	
	// play the animation
	public void Play()
	{
		_playing = true;
	}
	
	// stop the animation
	public void Stop()
	{
		_playing = false;
	}
	
	// restore the first frame
	public void Reset()
	{
		_index = 0;
		_accumulator = 0.0f;
		_timePassed = 0.0f;
		_mat.color = StartColor;
		_meshFilter.mesh = Meshes[_index];
	}
	
	// Mouse down to toggle Stop/Play, just for testing
	public void OnMouseDown()
	{
		if(_playing){
			Stop();
			Reset();
		} else {
			Play();
		}
	}
}