void SpawnPlayerRegistrationComponents(int playerID, GameObject spawnedPlayerRegistrationPuck, NetworkMode networkMode, int localID = -1)
    {
        CharacterSelector selector = spawnedPlayerRegistrationPuck.AddComponent <CharacterSelector>();

        InputToAction action = spawnedPlayerRegistrationPuck.GetComponent <InputToAction>();

        action.rotationEnabled = false;
        action.movementEnabled = true;



        Color playerColor;

        if (registeredPlayers.ContainsKey(playerID))
        {
            playerColor = registeredPlayers[playerID].color;
        }
        else if (localID != -1)
        {
            playerColor = possiblePlayers[localID].color;
        }
        else
        {
            playerColor = HSVColor.HSVToRGB(Random.value, 1, 1);
        }


        registeredPlayers[playerID] = new Registration(selector, null, RegistrationState.REGISTERING, localID, networkMode, this);

        selector.gameObject.GetComponentInChildren <Image>().color = selector.gameObject.GetComponent <ParticleSystem>().startColor = registeredPlayers[playerID].color = playerColor;

        selector.registration = registeredPlayers[playerID];
    }
Example #2
0
    void setHueSprite(float oldHue, float newHue, Sprite sprite)
    {
        Rect      bounds = sprite.rect;
        Texture2D tex    = sprite.texture;

        for (int y = Mathf.RoundToInt(bounds.yMin); y < Mathf.RoundToInt(bounds.yMax); y++)
        {
            int xMin = Mathf.RoundToInt(bounds.xMin), xMax = Mathf.RoundToInt(bounds.xMax);
            for (int x = xMin; x < xMax; x++)
            {
                Color temp = tex.GetPixel(x, y);
                float hue, saturation, value;
                HSVColor.RGBToHSV(temp, out hue, out saturation, out value);
                temp = HSVColor.HSVToRGB((hue + (newHue - oldHue) + 1) % 1, saturation, value, temp.a);
                tex.SetPixel(x, y, temp);
            }
        }
        tex.Apply();
    }
	private Color GetNewBuildingColor() {
		HSVColor color = new HSVColor(hue, Random.Range(0.4f, 0.6f), Random.Range(0.7f, 0.9f));
		return color.HSVToRGB();
	}
Example #4
0
 static Color PerlinColor(Vector2 seed, Vector2 pos)
 {
     return(HSVColor.HSVToRGB((Mathf.PerlinNoise(seed.x + pos.x / 17, seed.y + pos.y / 17) + seed.y / 100) % 1, 0.75f, 1));
 }
Example #5
0
    Color getColor(float myHue)
    {
        float healthFraction = health / maxHealth;

        return(HSVColor.HSVToRGB(myHue, healthFraction, 0.5f * healthFraction + 0.5f));
    }