void Start() { matModofication = new MaterialModification(); posFinMaterials = new List<Material>(); negFinMaterials = new List<Material>(); foreach (Transform fin in positiveFins) { fin.GetComponent<Renderer>().material.color = matModofication.ChangeMaterialAplha(fin.GetComponent<Renderer>().material.color, 0f); posFinMaterials.Add(fin.GetComponent<Renderer>().material); } foreach (Transform fin in negativeFins) { fin.GetComponent<Renderer>().material.color = matModofication.ChangeMaterialAplha(fin.GetComponent<Renderer>().material.color, 0f); negFinMaterials.Add(fin.GetComponent<Renderer>().material); } }
private HeadGenerator() { _materialModification = new MaterialModification(InventorySpecialSlotEnum.HeadArmour); }
void Start() { matModofication = new MaterialModification(); gameObject.GetComponent<Renderer>().material.color = matModofication.ChangeMaterialAplha(gameObject.GetComponent<Renderer>().material.color, 0f); this.startAnimation = false; }