// Update display blocks and load previous settings void Start() { BlockUpdater.updateSprites(); BlockUpdater.updateColors(); dynamicColor.isOn = Settings.dynamicColor; moveDelay.value = Settings.moveDelay * 100; moveSpeed.value = Settings.moveSpeed * 100; fullScreen.isOn = Screen.fullScreen; }
public void changeBlockColor(bool next) { if (next) { BlockUpdater.nextColorPallet(); } else { BlockUpdater.prevColorPallet(); } BlockUpdater.updateColors(); }
// Shuffle Tetromino colors on first awake and load keybinds private void Awake() { // First awake. Not sure if this is necessary but just in case if (Time.time == 0) { BlockUpdater.shuffleColorPallet(); Settings.fullScreen = Screen.fullScreen; // Just set the settings to whatever the screen starts as } BlockUpdater.updateColors(); BlockUpdater.updateSprites(); //if (!false) { // Check for saved player prefs here? Settings.keyBinds = new Dictionary <Board.PlayerInput, KeyCode>(Settings.defaultKeybinds); //} particleEffectMain = particleEffect.main; particleEffectMain.startColor = new ParticleSystem.MinMaxGradient(titleText.fontSharedMaterial.GetColor(ShaderUtilities.ID_FaceColor)); }
// Lerps from one color to another in a smooth animation private IEnumerator fadeColorPalletRoutine( ) { uint[] pallet = BlockUpdater.currentPallet(); float h, s, v; Color.RGBToHSV(Hex2Color(pallet[0]), out h, out s, out v); Color32 fontColor = Color.HSVToRGB(h, s * 3, v * 3); // Save Old Colors for Lerp Color32[] oldColors = new Color32[materials.Length]; for (int i = 0; i < oldColors.Length; i++) { oldColors[i] = materials[i].color; } Color32 oldFontColor = uiFontPrefab.fontSharedMaterial.GetColor(ShaderUtilities.ID_FaceColor); // Slowly transition float lerp = 0; while (lerp <= 1) { uiFontPrefab.fontSharedMaterial.SetColor(ShaderUtilities.ID_FaceColor, Color32.Lerp(oldFontColor, fontColor, lerp)); uiFontPrefab.fontSharedMaterial.SetColor(ShaderUtilities.ID_OutlineColor, Color32.Lerp(oldFontColor, fontColor, lerp)); for (int i = 0; i < materials.Length; i++) { materials[i].SetColor("_Color", Color32.Lerp(oldColors[i], Hex2Color(pallet[i]), lerp)); } lerp += dLerpRatio; yield return(new WaitForSeconds(colorTransitionDelay)); } // BlockUpdater.updateColors(); }