private void Update() { //var newPosition = (Vector2)transform.position + Direction * Speed * Time.deltaTime; //rb.MovePosition(newPosition); transform.position += Time.deltaTime * Vector3.left * Speed; // helps me quickly visualize every color is working by cycling through them // DEBUG ONLY if (DebugCycleThroughColors) { timer += Time.deltaTime; if (timer > 1.0f) { timer = 0.0f; int nextColor = ((int)color) << 1; if (nextColor > 0x800) // wrap { nextColor = 0x1; } color = (EColorFlag)nextColor; Color rgb = EColorRGBHelper.FromSingleFlagToRGB(color); var spriteRenderers = GetComponentsInChildren <SpriteRenderer>(); foreach (var sprite in spriteRenderers) { sprite.color = rgb; } } } }
private void Start() { rb = GetComponent <Rigidbody2D>(); Color rgb = EColorRGBHelper.FromSingleFlagToRGB(color); var spriteRenderers = GetComponentsInChildren <SpriteRenderer>(); foreach (var sprite in spriteRenderers) { sprite.color = rgb; } }
public void ShuffleBindings(int totalAllowed) { //Goes through and rebinds 0-11, None is left at element 12 for (int i = 11; i > 0; i--) { int ran = Random.Range(0, i); EColorFlag temp = colors[i]; colors[i] = colors[ran]; colors[ran] = temp; } StartCoroutine(RevealKeys(totalAllowed)); if (prevSelected > -1 && prevSelected < 9) { buttons[prevSelected].gameObject.transform.GetChild(0).GetComponent <Text>().color = Color.black; } playerColor = EColorFlag.None; playerRenderer.material.SetColor("_Color", EColorRGBHelper.FromSingleFlagToRGB(playerColor)); miniPlayer.color = EColorRGBHelper.FromSingleFlagToRGB(playerColor); }
private IEnumerator ButtonFade(KeyCode key, int button) { float buttonEffectTimer = 0.0f; Vector3 buttonScale = buttons[button].transform.localScale; Color startColor = EColorRGBHelper.FromSingleFlagToRGB(colors[button]); while (buttonEffectTimer < buttonEffectTimerMax) { if (Input.GetKeyDown(key) && buttonEffectTimer > .1f) { yield break; } buttonEffectTimer += Time.deltaTime; Color tempColor = Color.Lerp(startColor, Color.gray, buttonEffectTimer / buttonEffectTimerMax); buttons[button].image.color = tempColor; yield return(null); } buttons[button].transform.localScale = buttonScale; }
public void SetNewColor(KeyCode key, int button) { AudioSource.PlayClipAtPoint(colorChangeSounds[Random.Range(0, colorChangeSounds.Count - 1)], new Vector3(0.0f, 0.0f - 10.0f)); EColorFlag tempColor = colors[bindings[key]]; playerRenderer.material.SetColor("_Color", EColorRGBHelper.FromSingleFlagToRGB(tempColor)); miniPlayer.color = EColorRGBHelper.FromSingleFlagToRGB(tempColor); playerColor = tempColor; cooldown = cooldownMax; buttons[button].image.color = EColorRGBHelper.FromSingleFlagToRGB(tempColor); StartCoroutine(ButtonFade(key, button)); if (prevSelected != button) { if (prevSelected > -1 && prevSelected < 9) { buttons[prevSelected].gameObject.transform.GetChild(0).GetComponent <Text>().color = Color.black; } buttons[button].gameObject.transform.GetChild(0).GetComponent <Text>().color = Color.white; prevSelected = button; } }