// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.F)) { foreach (GameObject item in FindObjectsOfType(typeof(GameObject)) as GameObject[]) { if (item.GetComponent <Renderer>()) { if (item.GetComponent <Renderer>().name != "No Name") { worldObjects.Add(new ColorConvertObject(item, item.GetComponent <Renderer>().material)); } } } Debug.Log("List created"); lerping = true; Light1.GetComponent <Light>().color = Color.white; Light2.GetComponent <Light>().color = Color.white; DirLight.GetComponent <Light>().color = Color.white; RenderSettings.ambientLight = new Color(.62f, .62f, .62f); RenderSettings.skybox = skybox; DynamicGI.UpdateEnvironment(); } if (lerping) { foreach (ColorConvertObject item in worldObjects) { if (item.m_object.GetComponent <Renderer>()) { item.m_object.GetComponent <Renderer>().material.Lerp(item.m_material, whitematerial, Time.deltaTime); } } } if (Input.GetKeyDown(KeyCode.G)) { if (worldObjects != null) { foreach (ColorConvertObject item in worldObjects) { if (item.m_object.GetComponent <Renderer>()) { item.m_object.GetComponent <Renderer>().material = item.m_material; } } } } if (Input.GetKeyDown(KeyCode.O)) { SceneManager.LoadScene("_scenes/OtherSceneTest", LoadSceneMode.Single); Debug.Log("SceneLoad!"); } }
// Use this for initialization void Start() { Light1 = GameObject.Find("RoomCollider and NavMesh/Light/SphereGreen"); Light2 = GameObject.Find("RoomCollider and NavMesh/Light 2/SphereGreen"); Light1Red = GameObject.Find("RoomCollider and NavMesh/Light/SphereRed"); Light2Red = GameObject.Find("RoomCollider and NavMesh/Light 2/SphereRed"); halo1 = (Behaviour)Light1.GetComponent("Halo"); halo1r = (Behaviour)Light1Red.GetComponent("Halo"); halo2 = (Behaviour)Light2.GetComponent("Halo"); halo2r = (Behaviour)Light2Red.GetComponent("Halo"); halo1.enabled = false; halo2.enabled = false; WallMidle = GameObject.Find("RoomCollider and NavMesh/Back Wall Middle"); Door = GameObject.Find("RoomCollider and NavMesh/Door"); ACDoor = Door.GetComponent <Animator>(); }