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); }
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); }