public void InterpolateBetween(TurretColor firstState, TurretColor secondState, float interpolationValue) { #if DEBUG if (float.IsNaN(interpolationValue)) { throw new System.Exception("interpolationValue cannot be NaN"); } #endif switch (firstState) { case TurretColor.Orange: break; case TurretColor.Red: break; case TurretColor.Green: break; case TurretColor.Olive: break; } switch (secondState) { case TurretColor.Orange: break; case TurretColor.Red: break; case TurretColor.Green: break; case TurretColor.Olive: break; } if (interpolationValue < 1) { mCurrentTurretColorState = (int)firstState; } else { mCurrentTurretColorState = (int)secondState; } }
public static void PreloadStateContent(TurretColor state, string contentManagerName) { ContentManagerName = contentManagerName; switch (state) { case TurretColor.Orange: break; case TurretColor.Red: break; case TurretColor.Green: break; case TurretColor.Olive: break; } }
public void StopStateInterpolation(TurretColor stateToStop) { switch (stateToStop) { case TurretColor.Orange: break; case TurretColor.Red: break; case TurretColor.Green: break; case TurretColor.Olive: break; } CurrentTurretColorState = stateToStop; }
public FlatRedBall.Instructions.Instruction InterpolateToState(TurretColor stateToInterpolateTo, double secondsToTake) { switch (stateToInterpolateTo) { case TurretColor.Orange: break; case TurretColor.Red: break; case TurretColor.Green: break; case TurretColor.Olive: break; } var instruction = new FlatRedBall.Instructions.DelegateInstruction <TurretColor>(StopStateInterpolation, stateToInterpolateTo); instruction.TimeToExecute = FlatRedBall.TimeManager.CurrentTime + secondsToTake; this.Instructions.Add(instruction); return(instruction); }
private void SetTankColors(ChassisColor chassis, TurretColor turret) { chassisGameObject.GetComponent <MeshRenderer>().material.color = new UnityEngine.Color(chassis.Red, chassis.Green, chassis.Blue); turretGameObject.GetComponent <MeshRenderer>().material.color = new UnityEngine.Color(turret.Red, turret.Green, turret.Blue); }