Exemple #1
0
    public void Update()
    {
        var color = paintBrush.GetColor(transform.position);

        if (color.a == 0)
        {
            foreach (var mat in materials)
            {
                mat.color = Color.Lerp(mat.color, Color.white, Time.deltaTime * 10);
            }
        }
        else
        {
            foreach (var mat in materials)
            {
                mat.color = Color.Lerp(mat.color, color, Time.deltaTime * 10);
            }
            ;
        }

        //emitter.shooting = Input.GetKey(KeyCode.Space);

        float steer = Mathf.Clamp01(Input.mousePosition.x / Screen.width) - 0.5f;
        float tilt  = Mathf.Clamp01(Input.mousePosition.y / Screen.height) - 0.5f;

        emitter.startVelocity = Mathf.Clamp(emitter.startVelocity + Input.GetAxis("Mouse ScrollWheel") * 5, 5, 50);

        emitter.transform.localRotation = Quaternion.Euler(0, steer * maxSteer, 0) * Quaternion.Euler(-tilt * maxTilt, 0, 0);
    }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        WheelHit groundHit;

        if (wheelCollider.GetGroundHit(out groundHit))
        {
            //Vector3 pos; Quaternion rot;
            //wheelCollider.GetWorldPose(out pos, out rot);

            particleSystem.transform.position = groundHit.point;
            particleSystem.transform.rotation = Quaternion.LookRotation(transform.parent.forward, transform.parent.up);
            var color = paintBrush.GetColor(transform.position);
            if (color.a == 1)
            {
                //color.r += 0.5f;
                //color.g += 0.5f;
                //color.b += 0.5f;

                particleSystem.startColor     = color;
                particleSystem.enableEmission = true;
            }
            else
            {
                particleSystem.enableEmission = false;
            }
        }
        else
        {
            particleSystem.enableEmission = false;
        }
    }
    // Update is called once per frame
    void Update()
    {
        //Debug.Log(_car.IsGrounded);
        if (_car.IsGrounded)
        {
            var currentColor = _paintBrush.GetColor(transform.position);

            ActiveEffect = null;

            // First, disable all effects that are inactive
            foreach (var effect in _effects)
            {
                if (!CompareColor(currentColor, effect.color))
                {
                    effect.enabled = false;
                }
                else
                {
                    ActiveEffect = effect;
                }
            }

            // Now, enable active effect
            if (ActiveEffect != null)
            {
                ActiveEffect.enabled = true;
            }
        }
        //else
        //{
        //    foreach (var effect in _effects)
        //    {
        //        effect.enabled = false;
        //    }
        //}
    }