// Use this for initialization void Start() { crumbleState = CrumbleState.SAFE; switch (type) { case 0: crumbleType = CrumbleType.CONSTANT; break; case 1: crumbleType = CrumbleType.ONOFF; break; case 2: crumbleType = CrumbleType.RESPAWN; break; default: crumbleType = CrumbleType.ONOFF; break; } //BlueScale provides the scale to multiply timer by to provide the new blue value blueScale = blueValue / timer; //Set the base color gameObject.renderer.material.color = new Color(0, 0, blueValue); timerMax = timer; respawnTimerMax = respawnTimer; }
// Use this for initialization void Start() { crumbleState = CrumbleState.SAFE; switch (type) { case 0: crumbleType = CrumbleType.CONSTANT; break; case 1: crumbleType = CrumbleType.ONOFF; break; case 2: crumbleType = CrumbleType.RESPAWN; break; default: crumbleType = CrumbleType.ONOFF; break; } //BlueScale provides the scale to multiply timer by to provide the new blue value blueScale = blueValue / timer; //Set the color to the original's color origB = gameObject.renderer.material.color.b; origG = gameObject.renderer.material.color.g; origR = gameObject.renderer.material.color.r; timerMax = timer; respawnTimerMax = respawnTimer; }