public void ChangeColor(AssociatedColor associated) { if (Input.touchCount > 1) { return; } _levelProgression.CurrentColor = associated.Color; GetShapePointsSpline.instance.needleAnimator.enabled = true; //_levelProgression.IsPainting = true; }
public void ListenToReference(LevelReference currentLevelReference) { _levelProgression.Color_Changed += OnColorChanging; foreach (var item in _levelReference.RefColorsWithPercents) { _levelColors.Add(new ColorAndPercent(item)); } _levelProgression.ColorAndPercents.Clear(); _levelProgression.StarsCount = -1; _levelProgression.Progress = 0; _modelMeshFilter.mesh = currentLevelReference.Mesh; _ghostMeshFiler.mesh = currentLevelReference.Mesh; _levelProgression.IsPainting = false; OnColorChanging(new ColorAndPercent(_levelReference.RefColorsWithPercents[0])); if (_levelColors.Count != _levelButtons.Count) { Debug.LogError("Match Level Colors and Level Buttons count to begin game, D-Head"); return; } foreach (ColorAndPercent item in _levelColors) { item.color.a = 1f; item.percent = 0f; item.pixelsCounter = 0f; item.compared = false; _levelProgression.ColorAndPercents.Add(item); } int counter = _levelColors.Count; for (int i = 0; i < counter; i++) { AssociatedColor associated = _levelButtons[i].gameObject.GetComponent <AssociatedColor>(); if (associated == null) { _levelButtons[i].gameObject.AddComponent <AssociatedColor>().Color = _levelColors[i].color; } else { associated.Color = _levelColors[i].color; } } _myTex = TransferAlpha(_modelTex); //_uvFilledPoints = _modelUVFilled.UVs; //_mappedPoints = _modelUVFilled.MappedPoints; _mappedPoints = GetModelWorldPositionPointsBasedOnKnittingSpeed(_modelMeshFilter, _myTex, _knittingStep, _knittingHeight); if (_mappedPoints == null) { return; } _mappedPointsMax = _mappedPoints.Count; _mappedPointsCounter = 0; _material.mainTexture = _myTex; ManipulateAlpha(_myTex, 0f); }