Beispiel #1
0
 // Use this for initialization
 void Start()
 {
     colman      = GameObject.Find("ColorMan").GetComponent <ColorMan>();
     color       = colman.mainColor;
     red.value   = colman.mainColor.r;
     green.value = colman.mainColor.g;
     blue.value  = colman.mainColor.b;
     color.a     = 1.0f;
     UpdateColor();
 }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        colman = GameObject.Find("ColorMan").GetComponent <ColorMan>();
        Color    color = colman.mainColor;
        Gradient grad  = new Gradient();

        grad.SetKeys(new GradientColorKey[] { new GradientColorKey(color, 1.0f), new GradientColorKey(color, 0.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(0.0f, 1.0f), new GradientAlphaKey(1.0f, 0.0f) });
        if (light)
        {
            color.r = color.r + 0.25f;
            color.g = color.g + 0.25f;
            color.b = color.b + 0.25f;
        }
        if (dark)
        {
            color.r = color.r - 0.45f;
            color.g = color.g - 0.45f;
            color.b = color.b - 0.45f;
        }
        color.r = color.r + mod;
        color.g = color.g + mod;
        color.b = color.b + mod;
        color.a = alpha;
        if (color.r > 1.0f)
        {
            color.r = 1.0f;
        }
        if (color.r < 0.0f)
        {
            color.r = 0.0f;
        }
        if (color.g > 1.0f)
        {
            color.g = 1.0f;
        }
        if (color.g < 0.0f)
        {
            color.g = 0.0f;
        }
        if (color.b > 1.0f)
        {
            color.b = 1.0f;
        }
        if (color.b < 0.0f)
        {
            color.b = 0.0f;
        }
        //offset
        if (offset)
        {
            float hue;
            float sat;
            float val;
            Color.RGBToHSV(color, out hue, out sat, out val);
            hue = hue - offsetAmt;
            if (hue < 0)
            {
                hue = 1.0f - hue;
            }
            if (hue > 1)
            {
                hue = hue - 1;
            }

            offsetcolor = Color.HSVToRGB(hue, sat, val);

            color.a = alpha;
            color   = offsetcolor;
        }
        if (useOutline)
        {
            float hue;
            float sat;
            float val;
            Color.RGBToHSV(color, out hue, out sat, out val);
            hue = hue - outlineOffsetAmt;
            if (hue < 0)
            {
                hue = 1.0f - hue;
            }
            if (hue > 1)
            {
                hue = hue - 1;
            }

            outlineOffsetcolor   = Color.HSVToRGB(hue, sat, val);
            outlineOffsetcolor.r = outlineOffsetcolor.r + outlineMod;
            outlineOffsetcolor.g = outlineOffsetcolor.g + outlineMod;
            outlineOffsetcolor.b = outlineOffsetcolor.b + outlineMod;
            //color.a = alpha;
            //color = outlineOffsetcolor;
        }



        if (isText)
        {
            gameObject.GetComponent <Text>().color = color;
        }
        if (useOutline)
        {
            gameObject.GetComponent <Shadow>().effectColor = outlineOffsetcolor;
        }
        if (isMaterial)
        {
            gameObject.GetComponent <Renderer>().material.color = color;
        }
        if (isImage)
        {
            gameObject.GetComponent <Image>().color = color;
        }
        if (isLight)
        {
            gameObject.GetComponent <Light>().color = color;
        }
        if (isTrail)
        {
            gameObject.GetComponent <TrailRenderer>().colorGradient = grad;
        }
        if (isParticle)
        {
            gameObject.GetComponent <ParticleSystemRenderer>().material.color = color;
            var ps = gameObject.GetComponent <ParticleSystem>().main;
            ps.startColor = color;
            ParticleSystem pss = GetComponent <ParticleSystem>();
            var            col = pss.colorOverLifetime;
            col.color = grad;
        }
        if (partTrail)
        {
            var trails = gameObject.GetComponent <ParticleSystem>().trails;
            trails.colorOverTrail    = grad;
            trails.colorOverLifetime = grad;
        }
    }