void Update() { //Set color limits. if (b > 1f) { b = 1f; } if (r > 1f) { r = 1f; } if (g > 1f) { g = 1f; } if (b < 0f) { b = 0f; } if (r < 0f) { r = 0f; } if (g < 0f) { g = 0f; } //From r to g. if (sMode == SubColorMode.subR) { r -= Time.deltaTime / slowdown; g += Time.deltaTime / slowdown; if (r <= 0f) { r = 0f; } if (g >= 1f) { g = 1f; } if (r == 0f && g == 1f) { sMode = SubColorMode.subG; } } //From g to b. if (sMode == SubColorMode.subG) { g -= Time.deltaTime / slowdown; b += Time.deltaTime / slowdown; if (g <= 0f) { g = 0f; } if (b >= 1f) { b = 1f; } if (g == 0f && b == 1f) { sMode = SubColorMode.subB; } } //From b to r. if (sMode == SubColorMode.subB) { b -= Time.deltaTime / slowdown; r += Time.deltaTime / slowdown; if (b <= 0f) { b = 0f; } if (r >= 1f) { r = 1f; } if (b == 0f && r == 1f) { sMode = SubColorMode.subR; } } //Apply colors. if (GetComponent <MeshRenderer>() != null) { GetComponent <MeshRenderer>().material.color = new Color(r, g, b, a); } if (GetComponent <SpriteRenderer>() != null) { GetComponent <SpriteRenderer>().material.color = new Color(r, g, b, a); } }
private void DoColors() { //Set color limits. if (b > 1f) { b = 1f; } if (r > 1f) { r = 1f; } if (g > 1f) { g = 1f; } if (b < 0f) { b = 0f; } if (r < 0f) { r = 0f; } if (g < 0f) { g = 0f; } //From r to g. if (sMode == SubColorMode.subR) { r -= fa.deltaTime / slowdown; g += fa.deltaTime / slowdown; if (r <= 0f) { r = 0f; } if (g >= 1f) { g = 1f; } if (r == 0f && g == 1f) { sMode = SubColorMode.subG; } } //From g to b. if (sMode == SubColorMode.subG) { g -= fa.deltaTime / slowdown; b += fa.deltaTime / slowdown; if (g <= 0f) { g = 0f; } if (b >= 1f) { b = 1f; } if (g == 0f && b == 1f) { sMode = SubColorMode.subB; } } //From b to r. if (sMode == SubColorMode.subB) { b -= fa.deltaTime / slowdown; r += fa.deltaTime / slowdown; if (b <= 0f) { b = 0f; } if (r >= 1f) { r = 1f; } if (b == 0f && r == 1f) { sMode = SubColorMode.subR; } } //Apply colors. Color newCol = new Color(r, g, b, 1f); skyObject.GetComponent <MeshRenderer>().material.color = newCol; if (trail != null) { trail.newColor = newCol; } if (lNode != null) { Color darkColor = new Color(newCol.r / 2, newCol.g / 2, newCol.b / 2); lNode.lightColour = newCol; lNode.darkColour = darkColor; } }