Ejemplo n.º 1
0
 // Assign new effect once the previous one has been removed
 private void Update()
 {
     if (reverting && GetComponent <ColourEffect>() == null)
     {
         reverting = false;
         // will not add effect if currColor is white
         if (currColor != Color.white)
         {
             ColourAssociate.SelectColor(gameObject, currColor);
         }
     }
 }
Ejemplo n.º 2
0
    // Setting the color to the object, apply effect based on color
    public bool SetEffect(Color newColor)
    {
        // If color is being reverted, dont assign effect yet
        if (reverting)
        {
            return(false);
        }

        #region AssignColor
        // Change color to white and remove the effect
        if (newColor == Color.white)
        {
            currColor = Color.white;
            if (GetComponent <ColourEffect>() != null)
            {
                GetComponent <ColourEffect>().RevertEffect();
                reverting = true;
            }
        }
        // if current color is white, assign a new color
        else if (currColor == Color.white)
        {
            currColor = newColor;
        }
        // mix the color together
        else if (currColor != newColor)
        {
            currColor   = (currColor + newColor);
            currColor.a = 1;
        }

        GetComponent <Renderer>().material.SetColor("_Color", currColor);
        #endregion

        #region ScaleEffect
        // Applying the same color again will enlarge/shrink the object more
        if ((GetComponent <EnlargeEffect>() != null && newColor == Color.red) ||
            (GetComponent <ShrinkEffect>() != null && newColor == Color.blue))
        {
            GetComponent <ColourEffect>().ApplyEffect();
        }
        #endregion

        #region AssignEffect
        else if (ColourAssociate.ValidColor(currColor))
        {
            // If theres already an effect, remove it and replace it with another
            if (GetComponent <ColourEffect>() != null)
            {
                GetComponent <ColourEffect>().RevertEffect();
                reverting = true;
            }
            else
            {
                ColourAssociate.SelectColor(gameObject, currColor);
            }
        }

        #endregion

        return(true);
    }