// public void SetPenetrationColors() { // float playerEstimatedPenetration = PlayerReference.GetCurrentWeaponPenetrationEstimation(); float penetrationEstimatedResult = playerEstimatedPenetration - armor; float damageEffectivenes = 1 - (armor / playerEstimatedPenetration); //float penetrationAchieved = 1 - (bodyPart.armor / penetrationValue); // Color colorToUse; //if (penetrationEstimatedResult > 10) // colorToUse = Color.green; //else if (penetrationEstimatedResult > 0) // colorToUse = Color.yellow; //else // colorToUse = Color.red; // if (penetrationEstimatedResult < 1) { colorToUse = Color.red; } else { colorToUse = Color.Lerp(Color.yellow, Color.green, damageEffectivenes); } // for (int i = 0; i < associatedMeshRenderers.Length; i++) { associatedMeshRenderers[i].material.color = colorToUse; } }