Пример #1
0
    //taking in the colorstate and change every color related variables to corresponding color
    virtual protected void ChangePaintState(ColorState targetColor)
    {
        ColorDataPack curPack = mCM.GetColorDataPack(targetColor, gameObject.tag);

        myOwnerID          = curPack.mPlayerID;
        mRenderer.material = curPack.mPaintMaterial;
        gameObject.layer   = (int)Mathf.Log(curPack.mLayer.value, 2);
        myPaintState       = curPack.mColorState;
    }
Пример #2
0
    //change state function by passing a state by assigning the color on the main tower meshes
    override protected void ChangePaintState(ColorState targetColor)
    {
        ColorDataPack curPack = mCM.GetColorDataPack(targetColor, gameObject.tag);

        myOwnerID        = curPack.mPlayerID;
        gameObject.layer = (int)Mathf.Log(curPack.mLayer.value, 2);
        myPaintState     = curPack.mColorState;
        //paint the main meshes
        foreach (GameObject i in mainTowerMeshList)
        {
            i.GetComponent <Renderer>().material = curPack.mPaintMaterial;
        }
        if (isContested)
        {
            foreach (GameObject i in paintLevelIndicators)
            {
                i.GetComponent <Renderer>().material = curPack.mPaintMaterial;
            }
        }
    }