public void Update() { //FIXME: We don't need to run this every frame; scale it back float hue = (1.0f / SCORE_WRAP_POINT) * (GameController.instance.GameEnv.Score + 1000); float adj_hue = hue % 1.0f; // loop //Debug.Log( adj_hue ); RenderSettings.fogColor = Utils.HSVtoRGB(adj_hue, 0.35f, 0.82f); }
/*****************************/ protected void RecolorMaterial() { _my_material.color = Utils.HSVtoRGB(Random.Range(0, 1.0f), 0.53f, 0.65f); gameObject.GetComponentInChildren <Renderer>().sharedMaterial = _my_material; }