Ejemplo n.º 1
0
    public void SetPlayerLooksAndColour(GameObject playerInstance, int playerNumber)
    {
        playerInstance.GetComponent <EntityStatsController>().characterColour = _playerSlots[playerNumber].characterColour;
        Material playerMaterial = new Material(Shader.Find("Custom/Outline"));

        playerMaterial.SetFloat("_Outline", 0.0005f);
        playerMaterial.SetColor("_OutlineColor", colours.GetColour(_playerSlots[playerNumber].characterColour));
        playerMaterial.SetTexture("_MainTex", _playerSlots[playerNumber].characterChoice.skin);
        playerInstance.GetComponentInChildren <Renderer>().sharedMaterial = playerMaterial;
    }
Ejemplo n.º 2
0
 private void Start()
 {
     // Assign players their correct colour outline
     // TODO Perhaps materials should be dynamically assigned elsewhere?
     foreach (GameObject player in Players)
     {
         // Dynamically assign each player their respective outline texture
         Color    playerColour   = colours.GetColour(player.GetComponent <EntityStatsController>().characterColour);
         Material playerMaterial = new Material(Shader.Find("Custom/Outline"));
         playerMaterial.SetFloat("_Outline", 0.0005f);
         playerMaterial.SetColor("_OutlineColor", playerColour);
         playerMaterial.SetTexture("_MainTex", testPlayerTexture);
         player.GetComponentInChildren <Renderer>().sharedMaterial = playerMaterial;
     }
 }