public void SetColor() { //get percentage of opposite color used based on health. Get that percentage of the dist from this and optimum color //and add that onto the optimum to get a blend of the 2 colors PlantRates pr = transform.root.gameObject.GetComponent <PlantRates>(); float colorPerc; if (pr.Health() >= healthToColorRatio) { colorPerc = NumOp.Cutoff(pr.Health() - GetComponent <Grow>().growthAmount, 0f, 1f); realTimeColor = NumOp.GetColorBlend(optimumColor, earlyColor, colorPerc); } else { float tmp = (healthToColorRatio - pr.Health()) * (1f / healthToColorRatio); colorPerc = NumOp.Cutoff(1f - (GetComponent <Grow>().growthAmount - tmp), 0f, 1f); realTimeColor = NumOp.GetColorBlend(optimumColor, lateColor, colorPerc); } realTimeColor = new Color(realTimeColor[0], realTimeColor[1], realTimeColor[2], alphaValue); if (debug) { print("percentage of opposite used: " + colorPerc.ToString()); } }
public static Color GetValueMix(Color val1, Color val2, float offsetPercentage) { return(NumOp.GetColorBlend(val1, val2, offsetPercentage)); }