private void Start() { ++enemyCount; swapper = GetComponent <PaletteSwap>(); animator = GetComponent <Animator>(); rigidbody = GetComponent <Rigidbody2D>(); renderer = GetComponent <SpriteRenderer>(); swapper.SetColour(1, hairColors[Random.Range(0, hairColors.Length)]); swapper.SetColour(2, skinColors[Random.Range(0, skinColors.Length)]); swapper.SetColour(4, clothingColors[Random.Range(0, clothingColors.Length)]); swapper.SetColour(5, clothingColors[Random.Range(0, clothingColors.Length)]); hitFadeMaterial = new Material(hitFadeMaterial); rainbowBlendMaterial = new Material(rainbowBlendMaterial); // Add a red-fade shader to the materials list. Material[] materials = renderer.materials; Material[] moreMaterials = new Material[materials.Length + 1]; for (int i = 0; i < materials.Length; ++i) { moreMaterials[i] = materials[i]; } moreMaterials[materials.Length] = hitFadeMaterial; hitFadeMaterial.SetFloat("_BlendAmount", 0.0f); renderer.materials = moreMaterials; attackTime = Random.value * 5.0f; }
private void Load() { SColor[] sColours; if (File.Exists(Application.persistentDataPath + "/charData.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/charData.dat", FileMode.Open); sColours = (SColor[])bf.Deserialize(file); file.Close(); Color[] colours = new Color[sColours.Length]; for (int i = 0; i < sColours.Length; ++i) { colours[i] = new Color(sColours[i].r, sColours[i].g, sColours[i].b, sColours[i].a); } for (int i = 0; i < colours.Length; ++i) { swapper.SetColour(i, colours[i]); } } }
public void SelectColour(string part, ColourButton button) { swapper.SetColour(charMap[part], button.colour); player.Hop(); }