private void Start() { ColorScriptableObject colorList = GameConstants.Current.ColorList; Color color = colorList.colors[colorID]; spriteRenderer.color = color; }
void Awake() { //Add ColorEditor to ScriptableColorObject if (ScriptableColorObject == null) { ScriptableColorObject = AssetDatabase.LoadAssetAtPath <ColorScriptableObject>("Assets/Scriptable Object/ColorEditor.asset"); } trackedObjects.Add(this); }
//Update the list of objects with the Mass Color Change static public void UpdateButtonColor(ColorScriptableObject cso = null) { foreach (MassColorChange itemToChange in trackedObjects) { if (itemToChange == null) { continue; } itemToChange.ApplyColorChange(cso); } }
private void Awake() { //load all genes from resources m_ColorGene = Resources.Load <ColorScriptableObject>(GeneResourcePath + "Color"); m_Genes.AddRange(Resources.LoadAll <GeneScriptableObject>(GeneResourcePath)); FetchGeneTypes(); PickGenes(m_GenesPerCharacter); FetchAndInitAliens(); SetDominantGenesAvailableText(m_DominantGenesAvailable); m_VictoryUI = GameObject.FindGameObjectWithTag("VictoryUI").GetComponent <VictoryUI>(); }
public override void OnInspectorGUI() { DrawDefaultInspector(); ColorScriptableObject myScript = (ColorScriptableObject)target; GUILayout.Label("After you press Update, you need to interact with another \n setting to see the changes."); if (GUILayout.Button("Update All")) { MassColorChange.UpdateButtonColor(myScript); Repaint(); AssetDatabase.SaveAssets(); EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); } if (GUILayout.Button("Reload Scene")) { Scene current = EditorSceneManager.GetActiveScene(); EditorSceneManager.OpenScene(current.path); } }
public void ApplyColorChange(ColorScriptableObject cso = null) { ColorScriptableObject colorObject = ScriptableColorObject; if (cso != null) { colorObject = cso; } //Update button Components Button b = GetComponent <Button>(); if (b) { ColorBlock block = b.colors; block.normalColor = colorObject.normalColor; block.highlightedColor = colorObject.highlightColor; block.pressedColor = colorObject.pressedColor; block.disabledColor = colorObject.disabledColor; block.colorMultiplier = colorObject.colorMultiplier; b.colors = block; //ButtonSettings button0 = colorObject.ButtonPresets[0]; //ColorBlock block = b.colors; //block.normalColor = button0.normalColor; //block.highlightedColor = button0.highlightColor; //block.pressedColor = button0.pressedColor; //block.disabledColor = button0.disabledColor; //block.colorMultiplier = button0.colorMultiplier; //b.colors = block; return; } //Update outline Components Outline o = GetComponent <Outline>(); if (o) { Vector2 shadow = o.effectDistance; o.effectColor = colorObject.effectColor; shadow.x = colorObject.effectDistanceX; shadow.y = colorObject.effectDistanceY; } //Update image Components Image i = GetComponent <Image>(); if (i) { i.sprite = colorObject.sourceImage; i.color = colorObject.imageColor; i.material = colorObject.imageMaterial; } //Update text Components Text t = GetComponent <Text>(); if (t) { t.font = colorObject.primaryFont; t.color = colorObject.textColor; } }