private void updateShading() { SpriteRenderer meshRendrer = this.gameObject.GetComponent <SpriteRenderer>(); Color dayNightColor = DayNightShading.getCurrentShading(); meshRendrer.material.SetColor("_Color", dayNightColor); }
private void Awake() { // If supported in the shader set our opacity // (Keep opacity at 1.0 to avoid copying the material) SpriteRenderer meshRendrer = this.gameObject.GetComponent <SpriteRenderer>(); curMapName = CheckCurrentMetadata.getCurMap(); Color dayNightColor = DayNightShading.getCurrentShading(); meshRendrer.material.SetColor("_Color", dayNightColor); InvokeRepeating("updateShading", 0.0f, 60.0f); }
// Update is called once per frame public static Color getCurrentShading() { if (!hasInitializedTones) { DayNightShading.initializeTones(); } if (CheckCurrentMetadata.isIndoorMap()) { return(new Color(1, 1, 1, 1)); } int hour = TimeFunctions.getHour(); return(hourlyTones[hour]); }