Exemple #1
0
 public void Start()
 {
     renderer  = gameObject.GetComponent <MeshRenderer>();
     materials = new List <Material>();
     renderer.GetMaterials(materials);
     matLength = renderer.materials.Length;
 }
        private void Start()
        {
            MeshRenderer _MeshRenderer = GetComponent <MeshRenderer>();

            _MeshRenderer.GetMaterials(materials);

            var min = _MeshRenderer.bounds.min.y;
            var max = _MeshRenderer.bounds.max.y / transform.localScale.y;

            foreach (var mat in materials)
            {
                mat.SetFloat("_MinY", min);
                mat.SetFloat("_MaxY", max + 0.1f);
            }

            BuildingData _BuildingData = GetComponent <BuildingData>();

            Built           = _BuildingData.built;
            MaxHealthPoints = _BuildingData.MaxHealthPoints;

            HealthPoints = Built ? MaxHealthPoints : 1;

            if (Built)
            {
                FinishBuild();
            }
            else
            {
                ConstructionAnimation();
            }
        }
Exemple #3
0
 void Start()
 {
     meshRenderer = GetComponent <MeshRenderer>();
     meshRenderer.GetMaterials(materials);
     material           = materials[0];
     displacementAmount = 0f;
 }
Exemple #4
0
 private void Awake()
 {
     if (active)
     {
         ppVolume.profile.TryGetSettings(out colorGrading);
         colorGrading.enabled.Override(true);
         gunRenderer.GetMaterials(gunMaterials);
     }
 }
Exemple #5
0
    private void Awake()
    {
        List <Material> list = new List <Material>();

        mesh.GetMaterials(list);
        instanceMat = list[materialIndex];
        instanceMat.SetColor("_Color", outlineColor);
        instanceMat.SetFloat("_Alpha", 0);
        alpha = instanceMat.GetFloat("_Alpha");

        nPlayerIn = 0;
        hCor      = StartCoroutine(HideOutline());
    }
Exemple #6
0
    void Start()
    {
        meshRenderer = person.GetComponent <MeshRenderer>();
        List <Material> aux = new List <Material>();

        meshRenderer.GetMaterials(aux);

        for (int i = 0; i < aux.Count; i++)
        {
            originalMaterials[i] = aux[i];
        }

        for (int j = 0; j < originalMaterials.Length; j++)
        {
            muteMaterials[j] = muteMaterial;
        }
    }
    public void SelectBase(bool select)
    {
        List <Material> materials = new List <Material>();

        renderer.GetMaterials(materials);
        if (select)
        {
            materials.Add(meshMaterial);
        }
        else
        {
            if (materials.Count > 1)
            {
                materials.Remove(materials[1]);
            }
        }
        renderer.materials = materials.ToArray();
    }
Exemple #8
0
    private void Start()
    {
        gm = FindObjectOfType <GameManager>();
        gm.RegisterTree();

        currentHeat = 0;
        if (startOnFire)
        {
            gm.TreeOnFire();
            OnFire = true;
        }

        fire = transform.Find("Fire").gameObject;
        fire.SetActive(OnFire);

        GameObject player = GameObject.FindWithTag("Player");

        wind = player.GetComponent <WindController>();
        if (wind == null)
        {
            Debug.LogError(this.name + ": Cannot find player");
        }



        // find tree body
        MeshRenderer    mr   = transform.Find("Model").GetComponent <MeshRenderer>();
        List <Material> mats = new List <Material>();

        mr.GetMaterials(mats);
        foreach (Material mat in mats)
        {
            if (mat.name.Contains("Tree"))
            {
                body = mat;
            }
            if (mat.name.Contains("Trunk"))
            {
                trunk = mat;
            }
        }

        ChangeBaseColor();
    }
Exemple #9
0
    public static void meshToTables(Mesh m, MeshRenderer mr, out List <Vector3> t_v, out List <Vector3> t_n, out List <Vector2> t_uv, out List <Vector3Int> t_t, out List <int> t_sub, out List <Material> t_materials)
    {
        List <Material> materials = new List <Material>();

        mr.GetMaterials(materials);

        List <Vector3>    v  = new List <Vector3>();
        List <Vector3>    n  = new List <Vector3>();
        List <Vector2>    uv = new List <Vector2>();
        List <Vector3Int> t  = new List <Vector3Int>();

        m.GetVertices(v);
        m.GetNormals(n);
        m.GetUVs(0, uv);

        var t_tmp = new List <int>(m.triangles);

        for (int i = 0; i < t_tmp.Count / 3; ++i)
        {
            t.Add(new Vector3Int(t_tmp[i * 3 + 0], t_tmp[i * 3 + 1], t_tmp[i * 3 + 2]));
        }

        List <int> sub = getSubTable(m);

        t_v = v;
        t_n = n;

        if (uv.Count == 0)
        {
            for (int i = 0; i < v.Count; ++i)
            {
                uv.Add(new Vector2(0, 0));
            }
        }
        t_uv        = uv;
        t_t         = t;
        t_sub       = sub;
        t_materials = materials;
    }