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Class

GlitchModifier

Implements:IPhaseModifier

RGB-split glitch bursts: during a burst the glyph doubles into magenta and cyan copies pushed in opposite directions under a crisp original, with horizontal jerks and rare blink-outs. Re-rolls Rate times per phase unit; deterministic per phase, so scrubbing reproduces the same bursts. A colour glyph under the Apply policy gets the jerks, the blink-outs and silhouette fringes; its picture stays in its own layer.

Nested Types

public float Intensity{ get; set }

Fraction of glyphs glitching at any moment (0 none, 1 constant chaos).

public float Split{ get; set }

Peak distance of the magenta/cyan copies from the glyph, in pixels.

public float Amplitude{ get; set }

Peak horizontal jerk in pixels.

public float Rate{ get; set }

Corruption re-rolls per phase unit.

public float Phase{ get; set }

Animation input in abstract time units, weakest stage of every covered range's phase cascade: a driver, tween, Animator or code writes it, and the seconds Clock has run add to it.

public PlaybackClock Clock{ get; set }

Time source the phase advances on, one phase unit per second — Rate re-rolls per second. Manual advances nothing: ranges then render exactly the phase they resolve.

protected override void OnEnable()
protected override void OnDisable()
protected override void OnDestroy()
protected override void BeforeApply()
protected override void ResetOwnRequests()
protected override void OnApply()
protected override void OnGlyphEffect()
protected override void OnEmitQuad()

The two tinted copies keep the face's per-vertex alpha so fades carry over; the zero-offset face clone re-draws the original on top of them within this modifier's layer, which is what keeps the glyph crisp between its colour fringes.