Esempio n. 1
0
    void growAsset(changeableObject subject, float[] intensities)
    {
        float intensity = 0f;   foreach (float value in intensities)

        {
            intensity += value;
        }
        intensity = intensity / intensities.Length;

        subject.subject.transform.localScale += (Vector3.one * (intensity / 1023) * 0.1f);         //Intensity spoofy. Add to the object's scale.
        Debug.Log("growing asset " + subject.subject.name + " at intensity " + intensity);
    }
Esempio n. 2
0
    void changeAsset(changeableObject subject, float[] intensities)
    {
        subject.subject.transform.localScale = Vector3.one;
        float intensity = 0f;   foreach (float value in intensities)

        {
            intensity += value;
        }
        intensity = intensity / intensities.Length;                                                                                                   //Average press intensities

        subject.subject.GetComponent <MeshRenderer>().material.mainTexture = subject.textures [UnityEngine.Random.Range(0, subject.textures.Length)]; //Texture swap.
        subject.subject.transform.localScale = Vector3.one * Mathf.Clamp(1.5f * (intensity / 1024), 0.5f, 1.5f);                                      //Intensity spoofing.
        Debug.Log("changing asset " + subject.subject.name + " at intensity " + intensity);
    }