public static Color GetColdTechnicolour(float time, TechnicolourTransition transition) { switch (transition) { case TechnicolourTransition.FLAT: return(GetRandomFromArray(TechnicolourColdPalette, time)); case TechnicolourTransition.SMOOTH: return(GetLerpedFromArray(TechnicolourColdPalette, time)); default: return(Color.white); } }
public static Color GetEitherTechnicolour(float time, TechnicolourTransition transition) { //System.Random rand = new System.Random(Mathf.FloorToInt(8*time)); //return rand.NextDouble() < 0.5 ? GetWarmTechnicolour(time) : GetColdTechnicolour(time); switch (transition) { case TechnicolourTransition.FLAT: return(GetRandomFromArray(TechnicolourCombinedPalette, time)); case TechnicolourTransition.SMOOTH: return(GetLerpedFromArray(TechnicolourCombinedPalette, time)); default: return(Color.white); } }
public static Color GetTechnicolour(bool warm, float time, TechnicolourStyle style, TechnicolourTransition transition = TechnicolourTransition.FLAT) { switch (style) { case TechnicolourStyle.ANY_PALETTE: return(GetEitherTechnicolour(time, transition)); case TechnicolourStyle.PURE_RANDOM: return(Color.HSVToRGB(UnityEngine.Random.value, 1f, 1f)); //UnityEngine.Random.ColorHSV().ColorWithAlpha(1f); case TechnicolourStyle.WARM_COLD: return(warm ? GetWarmTechnicolour(time, transition) : GetColdTechnicolour(time, transition)); default: return(Color.clear); } }
public static Color GetTechnicolour(float time, TechnicolourStyle style, TechnicolourTransition transition = TechnicolourTransition.FLAT) { return(GetTechnicolour(true, time, style, transition)); }