コード例 #1
0
ファイル: MarbleSkin.cs プロジェクト: Quintavius/MarbleRacing
 void UpdateSkin()
 {
     Marble.SkinClass sdef = def.definition[(Marble.Skin)currentSkin];
     GetComponent <Renderer>().material = sdef.skinMat;
     GetComponent <MeshFilter>().mesh   = sdef.skinMesh;
     gameObject.name = sdef.skinMat.name;
 }
コード例 #2
0
    //Create a class for each skin. This will get long
    void CreateMarbleSkinDefinitions()
    {
        definition = new Dictionary <Marble.Skin, Marble.SkinClass>();

        Marble.SkinClass DarkCaustic = new Marble.SkinClass();
        DarkCaustic.skinIndex  = Marble.Skin.DarkCaustic;
        DarkCaustic.skinRarity = Marble.Rarity.Common;
        DarkCaustic.skinMat    = (Material)Resources.Load("Skins/Dark Caustic", typeof(Material));
        DarkCaustic.skinMesh   = sphere;
        DarkCaustic.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.DarkCaustic);
        definition.Add(Marble.Skin.DarkCaustic, DarkCaustic);

        Marble.SkinClass BlackMarble = new Marble.SkinClass();
        BlackMarble.skinIndex  = Marble.Skin.BlackMarble;
        BlackMarble.skinRarity = Marble.Rarity.Common;
        BlackMarble.skinMat    = (Material)Resources.Load("Skins/Black Marble", typeof(Material));
        BlackMarble.skinMesh   = sphere;
        BlackMarble.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.BlackMarble);
        definition.Add(Marble.Skin.BlackMarble, BlackMarble);

        Marble.SkinClass FlowerPower = new Marble.SkinClass();
        FlowerPower.skinIndex  = Marble.Skin.FlowerPower;
        FlowerPower.skinRarity = Marble.Rarity.Common;
        FlowerPower.skinMat    = (Material)Resources.Load("Skins/Flower Power", typeof(Material));
        FlowerPower.skinMesh   = sphere;
        FlowerPower.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.FlowerPower);
        definition.Add(Marble.Skin.FlowerPower, FlowerPower);

        Marble.SkinClass FoolishGold = new Marble.SkinClass();
        FoolishGold.skinIndex  = Marble.Skin.FoolishGold;
        FoolishGold.skinRarity = Marble.Rarity.Rare;
        FoolishGold.skinMat    = (Material)Resources.Load("Skins/Foolish Gold", typeof(Material));
        FoolishGold.skinMesh   = sphere;
        FoolishGold.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.FoolishGold);
        definition.Add(Marble.Skin.FoolishGold, FoolishGold);

        Marble.SkinClass OceanGreen = new Marble.SkinClass();
        OceanGreen.skinIndex  = Marble.Skin.OceanGreen;
        OceanGreen.skinRarity = Marble.Rarity.Legendary;
        OceanGreen.skinMat    = (Material)Resources.Load("Skins/Ocean Green", typeof(Material));
        OceanGreen.skinMesh   = sphere;
        OceanGreen.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.OceanGreen);
        definition.Add(Marble.Skin.OceanGreen, OceanGreen);

        Marble.SkinClass RedNumber8 = new Marble.SkinClass();
        RedNumber8.skinIndex  = Marble.Skin.RedNumber8;
        RedNumber8.skinRarity = Marble.Rarity.Common;
        RedNumber8.skinMat    = (Material)Resources.Load("Skins/Red Number 8", typeof(Material));
        RedNumber8.skinMesh   = marMirror;
        RedNumber8.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.RedNumber8);
        definition.Add(Marble.Skin.RedNumber8, RedNumber8);

        Marble.SkinClass Swampy = new Marble.SkinClass();
        Swampy.skinIndex  = Marble.Skin.Swampy;
        Swampy.skinRarity = Marble.Rarity.Common;
        Swampy.skinMat    = (Material)Resources.Load("Skins/Swampy", typeof(Material));
        Swampy.skinMesh   = sphere;
        Swampy.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.Swampy);
        definition.Add(Marble.Skin.Swampy, Swampy);

        Marble.SkinClass WhiteInnocence = new Marble.SkinClass();
        WhiteInnocence.skinIndex  = Marble.Skin.WhiteInnocence;
        WhiteInnocence.skinRarity = Marble.Rarity.Common;
        WhiteInnocence.skinMat    = (Material)Resources.Load("Skins/White Innocence", typeof(Material));
        WhiteInnocence.skinMesh   = sphere;
        WhiteInnocence.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.WhiteInnocence);
        definition.Add(Marble.Skin.WhiteInnocence, WhiteInnocence);

        Marble.SkinClass WhiteTiger = new Marble.SkinClass();
        WhiteTiger.skinIndex  = Marble.Skin.WhiteTiger;
        WhiteTiger.skinRarity = Marble.Rarity.Common;
        WhiteTiger.skinMat    = (Material)Resources.Load("Skins/White Tiger", typeof(Material));
        WhiteTiger.skinMesh   = sphere;
        WhiteTiger.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.WhiteTiger);
        definition.Add(Marble.Skin.WhiteTiger, WhiteTiger);

        Marble.SkinClass Amnesia = new Marble.SkinClass();
        Amnesia.skinIndex  = Marble.Skin.Amnesia;
        Amnesia.skinRarity = Marble.Rarity.Legendary;
        Amnesia.skinMat    = (Material)Resources.Load("Skins/Amnesia", typeof(Material));
        Amnesia.skinMesh   = sphere;
        Amnesia.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.Amnesia);
        definition.Add(Marble.Skin.Amnesia, Amnesia);

        Marble.SkinClass Flux = new Marble.SkinClass();
        Flux.skinIndex  = Marble.Skin.Flux;
        Flux.skinRarity = Marble.Rarity.Rare;
        Flux.skinMat    = (Material)Resources.Load("Skins/Flux", typeof(Material));
        Flux.skinMesh   = sphere;
        Flux.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.Flux);
        definition.Add(Marble.Skin.Flux, Flux);

        Marble.SkinClass Spirit = new Marble.SkinClass();
        Spirit.skinIndex  = Marble.Skin.Spirit;
        Spirit.skinRarity = Marble.Rarity.Legendary;
        Spirit.skinMat    = (Material)Resources.Load("Skins/Spirit", typeof(Material));
        Spirit.skinMesh   = sphere;
        Spirit.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.Spirit);
        definition.Add(Marble.Skin.Spirit, Spirit);

        Marble.SkinClass VanillaGrape = new Marble.SkinClass();
        VanillaGrape.skinIndex  = Marble.Skin.VanillaGrape;
        VanillaGrape.skinRarity = Marble.Rarity.Common;
        VanillaGrape.skinMat    = (Material)Resources.Load("Skins/Vanilla Grape", typeof(Material));
        VanillaGrape.skinMesh   = sphere;
        VanillaGrape.unlocked   = unlocks.CheckSkinUnlock(Marble.Skin.VanillaGrape);
        definition.Add(Marble.Skin.VanillaGrape, VanillaGrape);
    }