// Use this for initialization void Start() { selector.onMouseButtonUp.AddListener(() => { die.SetLEDsToColor(ColorSelector.GetColor()); }); }
void Update() { brushColor = ColorSelector.GetColor(); //Updates our painted color with the selected color if (Input.GetMouseButton(0)) { DoAction(); } UpdateBrushCursor(); if (!FullPaint) //Benim ekledigim kod blogu. Asset'e ait degil. { //1000'de 10 //100'de x paintPercent = (PlayerPrefs.GetInt("paintPercent") * 25) / 1000; paintPercentText.text = "% " + paintPercent; if (paintPercent == 100) { foreach (Transform child in brushContainer.transform) { //Clear brushes Destroy(child.gameObject); } brushCursor.SetActive(false); saving = true; FullPaint = true; } } }
public void SetColor() { if (die != null) { die.SetLEDsToColor(ColorSelector.GetColor()); } }
public void ChangeColorCloth(int TapNum) { switch (TapNum) { case 1: BodyColor.color = ColorSelector.GetColor(); break; case 2: RightColor.color = ColorSelector.GetColor(); LeftColor.color = ColorSelector.GetColor(); break; case 3: //LeftColor.color = ColorSelector.GetColor(); break; case 4: SkirtColor.color = ColorSelector.GetColor(); break; default: break; } }
// Update is called once per frame void Update() { Color32 c = (Color32)ColorSelector.GetColor(); R.text = c.r.ToString(); G.text = c.g.ToString(); B.text = c.b.ToString(); }
void Update() { brushColor = ColorSelector.GetColor(); //Updates our painted color with the selected color if (Input.GetMouseButton(0)) { DoAction(); } UpdateBrushCursor(); }
bool saving = false; //Bool pour vérifier si nous sauvegardons la texture void Update() { brushColor = ColorSelector.GetColor(); //Met à jour notre couleur peinte avec la couleur sélectionnée if (Input.GetMouseButton(0)) { DoAction(); } UpdateBrushCursor(); }
private void Shoot() { if (attackTracker != AttackTracker.IDLE) { return; } // Get mouse position Vector3 mousePos = Input.mousePosition; mousePos.z = 0; // Convert to world position Vector3 worldMouse = mainCamera.ScreenToWorldPoint(mousePos); // Create Burst Attack GameObject firedShot = Instantiate(burst); int burstColor = (int)ColorSelector.GetColor(); firedShot.GetComponent <Explode>().burstProperties = burstTypes[burstColor]; firedShot.transform.position = transform.position; firedShot.tag = ColorSelector.GetColor().ToString(); // Color changes Color color = new Color(); Color highlightColor = new Color(); ColorUtility.TryParseHtmlString(ColorScheme.primaryColors[burstColor], out color); ColorUtility.TryParseHtmlString(ColorScheme.highlightColors[burstColor], out highlightColor); firedShot.GetComponent <SpriteRenderer>().color = color; firedShot.transform.GetComponent <TrailRenderer>().startColor = highlightColor; firedShot.transform.GetComponent <TrailRenderer>().endColor = highlightColor; PhysicsMaterial2D physMat = new PhysicsMaterial2D(); physMat.bounciness = burstTypes[burstColor].bounciness; physMat.friction = burstTypes[burstColor].friction; firedShot.GetComponent <Rigidbody2D>().sharedMaterial = physMat; firedShot.GetComponent <Rigidbody2D>().drag = burstTypes[burstColor].drag; firedShot.transform.localScale = new Vector2(burstTypes[burstColor].size, burstTypes[burstColor].size); // Force Calculations + Launch float angle = Mathf.Atan2(worldMouse.y - transform.position.y, worldMouse.x - transform.position.x); //float distance = Mathf.Sqrt(Mathf.Pow(worldMouse.x - transform.position.x, 2) + Mathf.Pow(worldMouse.y - transform.position.y, 2)); firedShot.GetComponent <Rigidbody2D>().AddForce(new Vector2(maxForce * Mathf.Cos(angle) * Mathf.Clamp(Mathf.Abs(worldMouse.x - transform.position.x) / maxDistance, 0, 1), maxForce * Mathf.Sin(angle) * Mathf.Clamp(Mathf.Abs(worldMouse.y - transform.position.y) / maxDistance, 0, 1))); // Resets player to Reload atttack state attackTracker = AttackTracker.RELOAD; }
private void Update() { if (Input.GetMouseButton(0)) { brush.Color = ColorSelector.GetColor(); ray = Camera.main.ScreenPointToRay(Input.mousePosition); bool success = true; if (Physics.Raycast(ray, out hitInfo)) { var paintObject = hitInfo.transform.GetComponent <InkCanvas>(); if (paintObject != null) { switch (useMethodType) { case UseMethodType.RaycastHitInfo: success = erase ? paintObject.Erase(brush, hitInfo) : paintObject.Paint(brush, hitInfo); break; case UseMethodType.WorldPoint: success = erase ? paintObject.Erase(brush, hitInfo.point) : paintObject.Paint(brush, hitInfo.point); break; case UseMethodType.NearestSurfacePoint: success = erase ? paintObject.EraseNearestTriangleSurface(brush, hitInfo.point) : paintObject.PaintNearestTriangleSurface(brush, hitInfo.point); break; case UseMethodType.DirectUV: if (!(hitInfo.collider is MeshCollider)) { Debug.LogWarning("Raycast may be unexpected if you do not use MeshCollider."); } success = erase ? paintObject.EraseUVDirect(brush, hitInfo.textureCoord) : paintObject.PaintUVDirect(brush, hitInfo.textureCoord); break; } } if (!success) { Debug.LogError("Failed to paint."); } if (lastPoint == Vector3.zero) { lastPoint = hitInfo.point; return; } float distance = Vector3.Distance(hitInfo.point, lastPoint); if (distance > brush.Scale) { Vector3 direction = (hitInfo.point - lastPoint).normalized; int num = (int)(distance / (brush.Scale)); //Accoring your computer cpu, my cpu is 6700K,it is accptable~!! //But in the i5 4210U(computer with touchScreen),it is look like set to 8; //Chang the for loop i+=2 to i+=8; for (int i = 0; i <= num - 1; i += 2) { Vector3 lerpPoint = lastPoint + direction * (i + 1) * (brush.Scale); Ray mRay = new Ray(ray.origin, (lerpPoint - ray.origin).normalized); Debug.DrawLine(mRay.origin, lerpPoint); RaycastHit newHitInfo; if (Physics.Raycast(mRay, out newHitInfo)) { if (newHitInfo.transform.GetComponent <InkCanvas>()) { success = erase ? paintObject.Erase(brush, newHitInfo) : paintObject.Paint(brush, newHitInfo); } else { return; } } } if (!success) { Debug.LogError("Failed lerp to point"); } } lastPoint = hitInfo.point; } } if (Input.GetMouseButtonUp(0)) { lastPoint = Vector3.zero; } }
public void UpdateTP() { brushColor = ColorSelector.GetColor(); //Updates our painted color with the selected color UpdateBrushCursor(); if (smoothBrush != null) { smoothBrush.UpdateCursorPos(brushPos, brushSize); cpTimer += Time.deltaTime; if (cpTimer > CP_TIME) { smoothBrush.AddCP(brushPos, brushSize); cpTimer = 0; } smoothBrush.UpdateStroke(); if (drip == null) { if (dripTimer > 0) { if (DripScript.IsInRange(lastCoords, brushPos, lastPaintableObject.texScale)) { dripTimer += Time.deltaTime; if (dripTimer > timeToDrip) { drip = MakeDrip(lastPaintableObject, brushPos, brushSize).GetComponent <DripScript> (); drip.Init(brushPos, lastPaintableObject); dripTimer = 0; } } else { dripTimer = 0; } } else { lastCoords = brushPos; dripTimer += Time.deltaTime; } } else { if (drip.IsInRange(brushPos)) { drip.IncAmt(); } else { drip = null; } } } if (lastPaintableObject != null) { if (smoothBrush != null && !PlayerInput.singleton.isTriggerHeld) { EndPaint(); } else { RenderCanvas(lastPaintableObject, true); } } }